10989 lines
591 KiB
HTML
10989 lines
591 KiB
HTML
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<!DOCTYPE html>
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<html>
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<head>
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<meta name="viewport" content="user-scalable=yes, width=device-width">
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<meta charset="UTF-8">
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<style>
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body {
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max-width: 700px;
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margin: auto;
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font-size: 18px;
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font-family: sans-serif;
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padding: 10px;
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}
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p, li {
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line-height: 1.5em;
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}
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ul, ol {
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padding-left: 20px;
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margin-left: 0;
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}
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li {
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margin-left: 0;
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}
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table {
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border-collapse: collapse;
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}
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th, td {
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border: 1px solid black;
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padding: 5px;
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text-align: left;
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}
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</style>
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<title>Adventuring Classes</title>
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</head>
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<body>
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<p><a href="../../md/Level Up Advanced 5e/04_Adventuring_Classes.md">Markdown</a></p>
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<h1>Adventuring Classes</h1>
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<h2>Adept</h2>
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<p>TABLE: ADEPT</p>
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<p>+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [LE | [ | [MA | [ | [TE | [FO | [ | [MANE | [MAN |
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| VEL]{ | PROF. | RTIAL | FEATU | CH-]{ | CUS]{ | BONUS | UVERS | EUVER |
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| .c132 | BO | A | RES]{ | .c132 | .c132 | EXE | KN | DEG |
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| .c25} | NUS] | .c25} | RT-]{ | OWN]{ | REE]{ |
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| | .c132 | .c132 | .c25} | | | .c132 | .c132 | .c132 |
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| | .c25} | .c25} | | [N | [ | .c25} | .c25} | .c25} |
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| | | | | IQUES | FEATU | | | |
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| | | | | KN | RES]{ | [ | | |
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| | | | | OWN]{ | .c132 | ION]{ | | |
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| | | | | .c132 | .c25} | .c132 | | |
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| | | | | .c25} | | .c25} | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [1st | [+2 | [1d4 | [A | [--- | [--- | [--- | [--- | [--- |
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| ]{.c6 | ]{.c6 | ]{.c6 | droit | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Def | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ense, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [Ma | | | | | |
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| | | | rtial | | | | | |
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| | | | Arts | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [2nd | [+2 | [1d4 | [C | [1 | [--- | [--- | [2 | [1st |
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| ]{.c6 | ]{.c6 | ]{.c6 | ombat | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Maneu | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | vers, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [Exe | | | | | |
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| | | | rtion | | | | | |
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| | | | F | | | | | |
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| | | | ocus, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [Prac | | | | | |
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| | | | ticed | | | | | |
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| | | | Techn | | | | | |
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| | | | iques | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [3rd | [+2 | [1d4 | [ | [1 | [1 | [--- | [2 | [1st |
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| ]{.c6 | ]{.c6 | ]{.c6 | Adept | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Arche | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | type, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [B | | | | | |
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| | | | attle | | | | | |
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| | | | field | | | | | |
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| | | | Etiq | | | | | |
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| | | | uette | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [4th | [+2 | [1d4 | [Ab | [2 | [2 | [1 | [3 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [5th | [+3 | [1d6 | [ | [2 | [3 | [1 | [3 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | Extra | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | A | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ttack | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [6th | [+3 | [1d6 | [Trad | [3 | [4 | [2 | [4 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ition | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Fe | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ature | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [7th | [+3 | [1d6 | [ | [3 | [5 | [3 | [4 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | Empty | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Mind | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [8th | [+3 | [1d6 | [Ab | [4 | [6 | [3 | [5 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [9th | [+4 | [1d6 | [--- | [4 | [7 | [4 | [5 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [10th | [+4 | [1d6 | [--- | [5 | [8 | [4 | [6 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [11th | [+4 | [1d8 | [Trad | [5 | [9 | [5 | [6 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ition | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Fe | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ature | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [12th | [+4 | [1d8 | [Ab | [6 | [10 | [5 | [6 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [13th | [+5 | [1d8 | [Acq | [6 | [11 | [6 | [7 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | uired | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Know | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ledge | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [14th | [+5 | [1d8 | [--- | [7 | [12 | [7 | [7 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [15th | [+5 | [1d8 | [ | [7 | [13 | [7 | [8 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | Great | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Reput | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ation | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [16th | [+5 | [1d10 | [Ab | [8 | [14 | [8 | [8 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [17th | [+6 | [1d10 | [Trad | [8 | [15 | [8 | [9 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ition | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Fe | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ature | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [18th | [+6 | [1d10 | [--- | [9 | [16 | [9 | [9 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [19th | [+6 | [1d10 | [Ab | [9 | [17 | [9 | [10 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [20th | [+6 | [1d10 | [G | [10 | [18 | [10 | [10 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | randm | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | aster | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+</p>
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<h2></h2>
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<h2>Hit Points</h2>
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<p>Hit Dice: 1d8 per adept level</p>
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<p>Hit Points at 1st Level: [8 + your Constitution modifier]{.c6
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.c17}</p>
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<p>Hit Points at Higher Levels: [1d8 (or 5) + your Constitution
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modifier per adept level after 1st]</p>
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<h2>Proficiencies</h2>
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<p>Armor: None</p>
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<p>Weapons: [Simple weapons, punching daggers, shortswords,
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throwing daggers]</p>
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<p>Tools: [Choose one type of artisan's tools or one musical
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instrument]</p>
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<p>Saving Throws: Strength, Dexterity</p>
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<p>Skills: [Choose two from Acrobatics, Athletics, History,
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Insight, Perception, Religion, and Stealth]</p>
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<h2>Equipment</h2>
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|
|
<p>[You begin the game with 30 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Dungeoneer's Set (Cost 18 gp): [Quarterstaff, 10 darts,
|
|||
|
|
dungeoneer's pack]</li>
|
|||
|
|
<li>Explorer's Set (Cost 25 gp):[ Shortsword, 10 darts,
|
|||
|
|
explorer's pack]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Adroit Defense</h2>
|
|||
|
|
<p>At 1st level, choose one of the following options.</p>
|
|||
|
|
<h3>Agile Defense</h3>
|
|||
|
|
<p>While you aren't wearing armor and not using a shield[, your
|
|||
|
|
Armor Class equals 10 + your Dexterity modifier + your Wisdom
|
|||
|
|
modifier.]</p>
|
|||
|
|
<h3>Brutal Defense</h3>
|
|||
|
|
<p>[You are proficient with light armor. While you are wearing light armor,
|
|||
|
|
you can use Strength instead of Dexterity when calculating your Armor
|
|||
|
|
Class. If you know the Adept Speed practiced technique or any other
|
|||
|
|
technique that has it as a prerequisite, you can use them while wearing
|
|||
|
|
light armor.]</p>
|
|||
|
|
<h2>Martial Arts</h2>
|
|||
|
|
<p>[At 1st level, when you are unarmed or wielding only an adept weapon (a
|
|||
|
|
punching dagger, quarterstaff, shortsword, or any simple melee weapon
|
|||
|
|
that doesn\'t have the heavy or two-handed property) and you aren\'t
|
|||
|
|
using a shield, you gain the following benefits:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You can use Dexterity instead of Strength when calculating attack
|
|||
|
|
and damage rolls with your unarmed strikes and adept weapons.]{.c6
|
|||
|
|
.c17}</li>
|
|||
|
|
<li>[Instead of the normal damage of your unarmed strike or adept
|
|||
|
|
weapon, you can use the die shown in the Martial Arts column of the
|
|||
|
|
Adept table, which starts as a d4.]</li>
|
|||
|
|
<li>[When you use the Attack action to make an unarmed strike or an
|
|||
|
|
adept weapon attack on your turn, you can use a bonus action to make
|
|||
|
|
an unarmed strike.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Combat Maneuvers</h2>
|
|||
|
|
<p>[Starting at 2nd level, you gain the ability to use combat maneuvers.
|
|||
|
|
You gain proficiency in two combat traditions from the following list:
|
|||
|
|
Mirror's Glint, Rapid Current, Razor's Edge, Unending Wheel. You learn
|
|||
|
|
two maneuvers of your choice from traditions you are proficient
|
|||
|
|
with.]</p>
|
|||
|
|
<p>[You gain an exertion pool equal to twice your proficiency bonus. You
|
|||
|
|
use your maneuvers by spending points from your exertion pool, and you
|
|||
|
|
regain all spent exertion when you finish a rest. The Maneuvers Known
|
|||
|
|
column of the Adept table shows when you learn more maneuvers from a
|
|||
|
|
tradition you are proficient with, while the Maneuver Degree column
|
|||
|
|
shows the highest-degree maneuver you can select at a given level.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[Additionally, whenever you learn a new maneuver, you can choose one of
|
|||
|
|
the maneuvers you know and replace it with another maneuver of the same
|
|||
|
|
degree from a tradition you are proficient with.]</p>
|
|||
|
|
<p>As an adept, you gain a +1 bonus to your maneuver DC.</p>
|
|||
|
|
<h2>Exertion Focus</h2>
|
|||
|
|
<p>[At 2nd level, you can spend exertion points to fuel various focus
|
|||
|
|
features. You start knowing three such features: Flurry of Blows,
|
|||
|
|
Focused Defense, and Long Step. You learn more focus features as you
|
|||
|
|
gain levels in this class.]</p>
|
|||
|
|
<p>[Some of your focus features require your target to make a saving throw
|
|||
|
|
to resist the feature's effects. The saving throw DC is calculated as
|
|||
|
|
follows:]</p>
|
|||
|
|
<p>Focus save DC[ = 8 + your proficiency bonus + your Wisdom
|
|||
|
|
modifier]</p>
|
|||
|
|
<h4>Flurry of Blows</h4>
|
|||
|
|
<p>[On your turn, immediately after you take the Attack action, you can
|
|||
|
|
spend 1 exertion to make two unarmed strikes as a bonus action.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Focused Defense</h3>
|
|||
|
|
<p>[On your turn, you can spend 1 exertion to take the Dodge action as a
|
|||
|
|
bonus action.]</p>
|
|||
|
|
<p>Long Step</p>
|
|||
|
|
<p>[On your turn, you can spend 1 exertion to take the Dash or Disengage
|
|||
|
|
action as a bonus action, and your jump distance is doubled until the
|
|||
|
|
end of the turn.]</p>
|
|||
|
|
<h2>Practiced Techniques</h2>
|
|||
|
|
<p>[At 2nd level, you gain a practiced technique of your choice. Your
|
|||
|
|
practiced techniques are detailed at the end of the class description.
|
|||
|
|
The Techniques Known column of the Adept table shows when you learn
|
|||
|
|
more practiced techniques. Unless otherwise noted, you can gain each
|
|||
|
|
technique only once.]</p>
|
|||
|
|
<h3>Adept Archetype</h3>
|
|||
|
|
<p>[When you reach 3rd level, choose an adept archetype. Your archetype
|
|||
|
|
grants you features at 3rd, 6th, 11th, and 17th level.]</p>
|
|||
|
|
<h2>Focus Feature</h2>
|
|||
|
|
<p>[At 3rd level and every level after that, choose one option from the
|
|||
|
|
list below.]</p>
|
|||
|
|
<h3>Additional Attack</h3>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>You can attack three times, instead of twice, when you take the Attack
|
|||
|
|
action.</p>
|
|||
|
|
<h3>Adept Weaponry</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[Choose two simple or martial weapons, or one rare weapon. You become
|
|||
|
|
proficient with those weapons, and they count as adept weapons for
|
|||
|
|
you.]</p>
|
|||
|
|
<h3>Battering Shield</h3>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[When you hit a creature with two or more melee attacks in the same
|
|||
|
|
round, you gain a +2 bonus to Armor Class against that creature until
|
|||
|
|
the start of your next turn.]</p>
|
|||
|
|
<h3>Battle Dance</h3>
|
|||
|
|
<p>[You gain proficiency in the Performance skill. As a bonus action, you
|
|||
|
|
can spend 2 exertion to bob and sway, starting a battle dance. Until the
|
|||
|
|
end of your turn, your Speed increases by 20 feet and opportunity
|
|||
|
|
attacks against you are made with disadvantage. When a creature makes an
|
|||
|
|
opportunity attack against you and misses, you can use your reaction to
|
|||
|
|
make an unarmed strike against that creature.]</p>
|
|||
|
|
<h3>Battle Meditation</h3>
|
|||
|
|
<p>[As an action, you can spend 1 Hit Die to regain 1d4 exertion. You can't
|
|||
|
|
use this feature again until you finish a rest.]</p>
|
|||
|
|
<h3>Beyond Size</h3>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[You can use basic maneuvers against creatures of any size. When a
|
|||
|
|
creature larger than you makes a saving throw against your basic
|
|||
|
|
maneuver, you can use your reaction to force that creature to make the
|
|||
|
|
save with disadvantage.]</p>
|
|||
|
|
<h3>Closed Soul</h3>
|
|||
|
|
<p>Prerequisite: 9th level</p>
|
|||
|
|
<p>[When you make a saving throw, you can use your reaction and spend 2
|
|||
|
|
exertion to gain advantage on saves against spells and other magical
|
|||
|
|
effects until the start of your next turn.]</p>
|
|||
|
|
<h3>Dancing Maneuver</h3>
|
|||
|
|
<p>Prerequisite: 11th level, any dance</p>
|
|||
|
|
<p>[When you use a bonus action to activate a combat maneuver, you can
|
|||
|
|
spend 2 exertion to start one of your dances as part of the same bonus
|
|||
|
|
action.]</p>
|
|||
|
|
<h3>Deflect Missiles</h3>
|
|||
|
|
<p>[When you are hit by a ranged weapon attack, you can use your reaction
|
|||
|
|
to reduce the damage by 1d10 + your Dexterity modifier + your adept
|
|||
|
|
level. If you reduce the damage to 0, you can catch the missile if it is
|
|||
|
|
possible to do so (the missile is small enough to hold, you have a hand
|
|||
|
|
free). If you catch the missile, as part of this reaction you can spend
|
|||
|
|
1 exertion to make a ranged weapon attack with the weapon or ammunition
|
|||
|
|
you just caught. The missile counts as an adept weapon and you have
|
|||
|
|
proficiency for the attack, which has a normal range of 20 feet and a
|
|||
|
|
long range of 60 feet.]</p>
|
|||
|
|
<h3>Deflect Spells</h3>
|
|||
|
|
<p>Prerequisite: Deflect Missiles, 9th level</p>
|
|||
|
|
<p>[When you are hit by a ranged spell attack that deals damage, you can
|
|||
|
|
use your reaction and spend 2 exertion to reduce the damage by 2d10 +
|
|||
|
|
your Dexterity modifier + your adept level. If you reduce the damage to
|
|||
|
|
0, you can spend 1 exertion to redirect the spell to another target
|
|||
|
|
within 30 feet of you as part of the same reaction. Your bonus for this
|
|||
|
|
attack is equal to your proficiency bonus + your Wisdom modifier.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Distant Death Dance</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[As a bonus action, you can spend 2 exertion to start the distant death
|
|||
|
|
dance. Until the end of your turn, your reach with unarmed strikes
|
|||
|
|
increases to 60 feet. You have disadvantage on melee attacks against
|
|||
|
|
creatures more than 20 feet away from you.]</p>
|
|||
|
|
<h3>Dual Stance</h3>
|
|||
|
|
<p>Prerequisite: 11th level, two stance combat maneuvers</p>
|
|||
|
|
<p>[You can have two stances active at the same time. If you are knocked
|
|||
|
|
unconscious, stunned, or start a long rest, both stances end.]</p>
|
|||
|
|
<h3>Eye for Detail</h3>
|
|||
|
|
<p>Prerequisite: Proficiency in the Insight skill</p>
|
|||
|
|
<p>[As an action, you can spend 1 exertion to study a creature you have
|
|||
|
|
watched speak for at least 1 minute. You can ask the Narrator one of
|
|||
|
|
these questions:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Is the creature hiding any strong emotions?</li>
|
|||
|
|
<li>Does the creature have a secret agenda?</li>
|
|||
|
|
<li>Did the creature lie in the last minute?</li>
|
|||
|
|
<li>[Is the creature hiding their true heritage and/or culture?]{.c6
|
|||
|
|
.c17}</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>The Narrator must give you a truthful answer.</p>
|
|||
|
|
<h3>Focused Strikes</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[Your unarmed strikes ignore resistance and immunity to nonmagical
|
|||
|
|
damage.]</p>
|
|||
|
|
<h3>Forbidden Strike</h3>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>[Once per turn, when you hit an opponent with at least one attack from
|
|||
|
|
Flurry of Blows, you can spend 1 exertion to deal additional damage
|
|||
|
|
equal to your martial arts die.]</p>
|
|||
|
|
<h3>Hooked Swords Dance</h3>
|
|||
|
|
<p>[When you are fighting with a shortsword in each hand, you can use a
|
|||
|
|
bonus action and spend 2 exertion to hook them together to start a
|
|||
|
|
hooked swords dance. Until the end of your next turn, your shortswords
|
|||
|
|
gain the reach property. If you hit a target with both swords in the
|
|||
|
|
same turn, the target takes an extra 1d10 slashing damage.]</p>
|
|||
|
|
<h3>Last Dance</h3>
|
|||
|
|
<p>Prerequisite: Any dance</p>
|
|||
|
|
<p>[When one of your dances ends, you can spend 2 exertion to extend the
|
|||
|
|
dance until the end of your next turn. In addition, if you know two or
|
|||
|
|
more dance focus features, you can spend 3 additional exertion to
|
|||
|
|
activate two dances using the same bonus action.]</p>
|
|||
|
|
<h3>Magic Resistance</h3>
|
|||
|
|
<p>Prerequisite: 15th level, Closed Soul</p>
|
|||
|
|
<p>[You have advantage on saving throws against spells and other magical
|
|||
|
|
effects.]</p>
|
|||
|
|
<h3>Maneuver Rush</h3>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>[When you hit with a maneuver that requires two attacks from your Attack
|
|||
|
|
action, you can use another maneuver that requires one or two attacks
|
|||
|
|
from your Attack action as part of the same Attack action. You can't use
|
|||
|
|
this feature again until you finish a rest.]</p>
|
|||
|
|
<h3>Mind Over Body</h3>
|
|||
|
|
<p>[You can use a bonus action and spend 2 exertion to gain temporary hit
|
|||
|
|
points equal to your martial arts die plus your adept level.]</p>
|
|||
|
|
<h3>Mirage Dance</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>As a bonus action, you can spend 2 exertion to start a mirage dance.
|
|||
|
|
Until the end of your next turn, you are under the effect of the [mirror
|
|||
|
|
image] spell.</p>
|
|||
|
|
<h3>Paralyzing Strike</h3>
|
|||
|
|
<p>Prerequisite: 9th level</p>
|
|||
|
|
<p>[When you hit a creature with a melee weapon attack, you can spend 2
|
|||
|
|
exertion to attempt a paralyzing strike. The target must succeed on a
|
|||
|
|
Constitution saving throw or be paralyzed until the end of your next
|
|||
|
|
turn.]</p>
|
|||
|
|
<h3>Powerful Blow</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[As a bonus action, you prepare a crushing blow. If you hit a creature
|
|||
|
|
with a melee weapon attack before the end of your next turn, you can
|
|||
|
|
spend 1 exertion to deal additional damage equal to your martial arts
|
|||
|
|
die.]</p>
|
|||
|
|
<h3>Pressure Point Secrets</h3>
|
|||
|
|
<p>Prerequisite: Paralyzing Strike or Stunning Strike</p>
|
|||
|
|
<p>[When you use Paralyzing Strike or Stunning Strike, you can spend an
|
|||
|
|
additional 2 exertion. If you do, your target has disadvantage on its
|
|||
|
|
first saving throw made against the focus feature.]</p>
|
|||
|
|
<h3>Purity of Body</h3>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>[You can use your action to end one effect on yourself that is causing
|
|||
|
|
you to be poisoned or diseased.]</p>
|
|||
|
|
<h3>Share Focus</h3>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[As an action, choose a creature. That creature can add your martial
|
|||
|
|
arts die to its next saving throw. You can't use this feature again
|
|||
|
|
until you finish a rest.]</p>
|
|||
|
|
<h3>Shockwave</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[You can use an action and spend 3 exertion to hit the ground so hard it
|
|||
|
|
creates a shockwave in a 40-foot line that is 5 feet wide. Each creature
|
|||
|
|
in that line makes a Dexterity saving throw. On a failed save, the
|
|||
|
|
creature takes 4d6 bludgeoning damage and is knocked prone. On a
|
|||
|
|
success, the creature takes half damage and isn't knocked prone.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Stillness of Mind</h3>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>[You can use your action to end one effect on yourself that is causing
|
|||
|
|
you to be charmed or frightened.]</p>
|
|||
|
|
<h3>Stunning Strike</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[When you hit a creature with a melee weapon attack, you can spend 1
|
|||
|
|
exertion to force the target to make a Constitution saving throw. On a
|
|||
|
|
failed save, the target is stunned until the end of your next turn.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Total Combat</h3>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[When you deal basic melee damage with a basic maneuver, you can deal
|
|||
|
|
additional damage equal to your martial arts die.]</p>
|
|||
|
|
<h3>Undefeated</h3>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[When a creature would reduce you to 0 hit points, you can use your
|
|||
|
|
reaction to make an unarmed strike against a creature within your reach.
|
|||
|
|
On a hit, you can spend 1 exertion to roll your martial arts die and
|
|||
|
|
gain that many temporary hit points. You can't use this feature again
|
|||
|
|
until you finish a rest.]</p>
|
|||
|
|
<h3>Unlikely Wield</h3>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[You can wield three weapons with the dual-wielding property at once.
|
|||
|
|
When you engage in two-weapon fighting, you can use the third weapon to
|
|||
|
|
make an additional weapon attack.]</p>
|
|||
|
|
<h3>Vengeful Spirit</h3>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>[When you make a death saving throw, you can choose to set your own
|
|||
|
|
spirit loose. The spirit acts on your initiative, uses your statistics,
|
|||
|
|
carries ethereal copies of your equipment, and has full hit points and
|
|||
|
|
half your exertion pool. Your vengeful spirit is resistant to
|
|||
|
|
bludgeoning, piercing, and slashing damage from nonmagical weapons. It
|
|||
|
|
can move through other creatures and objects as if they were difficult
|
|||
|
|
terrain, but it takes 1d10 force damage if it ends its turn inside an
|
|||
|
|
object.]</p>
|
|||
|
|
<p>[ The vengeful spirit targets only the creature that reduced you
|
|||
|
|
to 0 hit points. Once that creature is defeated, the spirit returns to
|
|||
|
|
your body. While the vengeful spirit is active, you don't need to make
|
|||
|
|
death saving throws, but you still suffer failures if you are hit by an
|
|||
|
|
attack or take damage. You can't use this feature again until you finish
|
|||
|
|
a long rest.]</p>
|
|||
|
|
<h3>Warding Dance</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[When you are unarmed or holding a weapon in one hand and nothing in the
|
|||
|
|
other, you can use a bonus action and spend 2 exertion to start a
|
|||
|
|
warding dance. Until the end of your next turn, you have resistance to
|
|||
|
|
bludgeoning, piercing, and slashing damage.]</p>
|
|||
|
|
<h3>Weapon Skill</h3>
|
|||
|
|
<p>[Choose a martial weapon that does not have the heavy or special
|
|||
|
|
properties. You become proficient with that weapon, and it counts as an
|
|||
|
|
adept weapon for you.]</p>
|
|||
|
|
<h2>Battlefield Etiquette</h2>
|
|||
|
|
<p>[At 3rd level, you learn the unwritten rules of the battlefield. After
|
|||
|
|
you have fought beside a martial artist for an encounter, battled
|
|||
|
|
against them, or observed them for at least 10 minutes, you gain an
|
|||
|
|
expertise die on Charisma checks made to influence them. Any creature
|
|||
|
|
that has a martial arts die, knows a maneuver from a combat tradition,
|
|||
|
|
or possesses an exertion pool is considered to be a martial artist.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Bonus Exertion</h2>
|
|||
|
|
<p>[Also at 4th level, your exertion pool increases by the amount listed in
|
|||
|
|
the Bonus Exertion column of the Adept table.]</p>
|
|||
|
|
<h2>Extra Attack</h2>
|
|||
|
|
<p>[Beginning at 5th level, you can attack twice, instead of once, whenever
|
|||
|
|
you take the Attack action on your turn.]</p>
|
|||
|
|
<h2>Empty Mind</h2>
|
|||
|
|
<p>[Starting at 7th level, as an action, you can spend 1 exertion to enter
|
|||
|
|
a meditative empty mind state. This lasts for 1 hour. While in this
|
|||
|
|
state, Insight checks against you have disadvantage.]</p>
|
|||
|
|
<p>[In addition, you gain resistance to psychic damage and make saving
|
|||
|
|
throws against enchantment spells with advantage.]</p>
|
|||
|
|
<h2>Acquired Knowledge</h2>
|
|||
|
|
<p>[Starting at 13th level, you gain proficiency with one language and one
|
|||
|
|
tool of your choice.]</p>
|
|||
|
|
<h2>Great Reputation</h2>
|
|||
|
|
<p>[Starting at 15th level, when you interact with martial artists, their
|
|||
|
|
initial attitude towards you is friendly.]</p>
|
|||
|
|
<h2>Grandmaster</h2>
|
|||
|
|
<p>At 20th level, you gain the following features.</p>
|
|||
|
|
<h3>Death Blow</h3>
|
|||
|
|
<p>[When you hit with a melee weapon attack, you can choose to make your
|
|||
|
|
attack a critical hit that deals maximum damage. In addition, if the
|
|||
|
|
target is a creature, it makes a Constitution saving throw or it is
|
|||
|
|
reduced to 0 hit points. You can't use this feature again until you
|
|||
|
|
finish a rest.]</p>
|
|||
|
|
<h3>Perfection Achieved</h3>
|
|||
|
|
<p>[Any time you roll your martial arts die, you can spend 1 exertion to
|
|||
|
|
roll a d12 instead. If you roll a 12 on this die, you can roll another
|
|||
|
|
d12 and add it to the result.]</p>
|
|||
|
|
<h1>Practiced Techniques</h1>
|
|||
|
|
<p>[When you gain access to a new practiced technique, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Adept Speed</h2>
|
|||
|
|
<p>[While you are not wearing armor or wielding a shield, your Speed
|
|||
|
|
increases by 10 feet. You can choose this technique more than once. Its
|
|||
|
|
effects stack.]</p>
|
|||
|
|
<h2>Focus Speech</h2>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>[You understand any language you hear, and any creature that can
|
|||
|
|
understand a language can understand you when you speak.]</p>
|
|||
|
|
<h2>Gale Walk</h2>
|
|||
|
|
<p>[Prerequisite: Adept Speed, proficiency in the Athletics skill]{.c6
|
|||
|
|
.c70}</p>
|
|||
|
|
<p>[You have advantage on Athletics checks made to jump. On your turn, you
|
|||
|
|
can spend 1 exertion to triple your jump distances until the start of
|
|||
|
|
your next turn.]</p>
|
|||
|
|
<h2>Hurricane Walk</h2>
|
|||
|
|
<p>Prerequisite: Gale Walk</p>
|
|||
|
|
<p>You can use a bonus action and spend 1 exertion to cast fly [on
|
|||
|
|
yourself. You also have advantage on Stealth checks made to move
|
|||
|
|
silently. The effect lasts until the start of your next turn.]</p>
|
|||
|
|
<h2>Instant Step</h2>
|
|||
|
|
<p>Prerequisite: Adept Speed, 11th level</p>
|
|||
|
|
<p>[You can use an action to spend 4 exertion and choose an unoccupied
|
|||
|
|
space you can see within 500 feet. You teleport and arrive at exactly
|
|||
|
|
the spot desired. You can bring along your gear, carried items smaller
|
|||
|
|
than your arm, and a single creature of your size category or smaller.
|
|||
|
|
In addition, you become invisible until the start of your next
|
|||
|
|
turn.]</p>
|
|||
|
|
<h2>Marathon Runner</h2>
|
|||
|
|
<p>[When you move at a fast pace, you don't suffer a penalty to your
|
|||
|
|
passive Perception. In addition, when you make a Constitution saving
|
|||
|
|
throw to avoid fatigue during a forced march, you gain a bonus to the
|
|||
|
|
save equal to your martial arts die.]</p>
|
|||
|
|
<h2>Nimble Athlete</h2>
|
|||
|
|
<p>[You can always choose to use your Dexterity when you make an Athletics
|
|||
|
|
check.]</p>
|
|||
|
|
<h2>Power Tumble</h2>
|
|||
|
|
<p>[You can always choose to use your Strength when you make an Acrobatics
|
|||
|
|
check.]</p>
|
|||
|
|
<h2>Religious Training</h2>
|
|||
|
|
<p>[You gain proficiency in the Religion skill. When you touch a holy
|
|||
|
|
relic, religious artifact, or a similar object or structure, you can
|
|||
|
|
spend 2 exertion to learn something about it. The Narrator truthfully
|
|||
|
|
answers one question you ask about the object that can be answered with
|
|||
|
|
a yes or no.]</p>
|
|||
|
|
<h2>Shadow Walk</h2>
|
|||
|
|
<p>Prerequisite: 11th level, proficiency in the Stealth skill</p>
|
|||
|
|
<p>[When you are in dim light or darkness, you can use a bonus action to
|
|||
|
|
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 Stealth checks
|
|||
|
|
until the start of your next turn.]</p>
|
|||
|
|
<h2>Sixth Sense</h2>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[You have advantage on initiative rolls. In addition, you can always
|
|||
|
|
choose to use your Wisdom for Arcana, History, Investigation, Nature,
|
|||
|
|
and Religion checks.]</p>
|
|||
|
|
<h2>Slow Fall</h2>
|
|||
|
|
<p>[You can use your reaction when you fall to reduce any falling damage
|
|||
|
|
you take by an amount equal to five times your adept level.]</p>
|
|||
|
|
<h2>Wall Walk</h2>
|
|||
|
|
<p>[Prerequisite: Adept Speed, proficiency in the Acrobatics skill]{.c6
|
|||
|
|
.c70}</p>
|
|||
|
|
<p>You can use a bonus action and spend 1 exertion to cast [spider
|
|||
|
|
climb][ on yourself. The effect lasts until the start of your
|
|||
|
|
next turn.]</p>
|
|||
|
|
<h2>Warrior's Awareness</h2>
|
|||
|
|
<p>Prerequisite: Proficiency in Survival skill</p>
|
|||
|
|
<p>[When you make a Survival check to avoid being lost, you ignore
|
|||
|
|
penalties for moving at a fast pace and gain a bonus to the check equal
|
|||
|
|
to your martial arts die.]</p>
|
|||
|
|
<h2>Water Walk</h2>
|
|||
|
|
<p>Prerequisite: Adept Speed</p>
|
|||
|
|
<p>You can use a bonus action and spend 1 exertion to cast [water
|
|||
|
|
walk][ on yourself. The effect lasts until the start of your next
|
|||
|
|
turn.]</p>
|
|||
|
|
<h2>Wilderness Training</h2>
|
|||
|
|
<p>[You gain proficiency in the Survival skill. For the purposes of adept
|
|||
|
|
class features, you consider beasts to be martial artists.]</p>
|
|||
|
|
<h1>Adept Archetypes</h1>
|
|||
|
|
<h2>Brawler</h2>
|
|||
|
|
<h3>Unorthodox Arsenal</h3>
|
|||
|
|
<p>[Starting at 3rd level, you are proficient with improvised weapons. When
|
|||
|
|
you hit a target with an improvised weapon, you can spend 1 exertion to
|
|||
|
|
deal additional damage equal to your martial arts die or use a basic
|
|||
|
|
maneuver against the same target.]</p>
|
|||
|
|
<h3>No Sell</h3>
|
|||
|
|
<p>[Starting at 6th level, when you are hit by a melee attack, you can use
|
|||
|
|
your reaction to spend 1 exertion and reduce the impact. After damage is
|
|||
|
|
determined (including any resistances you might have), roll your martial
|
|||
|
|
arts die. Reduce the damage you would take by that amount.]</p>
|
|||
|
|
<h3>Unpredictable Style</h3>
|
|||
|
|
<p>[Starting at 11th level, when you make an ability check that could use a
|
|||
|
|
skill or tool you are not proficient with, you can roll your martial
|
|||
|
|
arts die and add it to that check. On a successful check, you can't use
|
|||
|
|
this feature with the same ability until you finish a rest. On a
|
|||
|
|
failure, you fall prone and roll your martial arts die, taking damage
|
|||
|
|
equal to that amount.]</p>
|
|||
|
|
<h3>Unrelenting</h3>
|
|||
|
|
<p>[At 17th level, when you drop to 0 hit points, you can roll your martial
|
|||
|
|
arts die. You regain that many hit points and lose that much exertion.
|
|||
|
|
Similarly, when your exertion pool reaches 0, you can roll your martial
|
|||
|
|
arts die. You regain that much exertion and lose that many hit
|
|||
|
|
points.]</p>
|
|||
|
|
<p>[Once you have regained hit points or exertion from this feature, you
|
|||
|
|
can't use this feature again until you finish a rest.]</p>
|
|||
|
|
<h2>Exalted Athlete</h2>
|
|||
|
|
<h3>Blessed Prowess</h3>
|
|||
|
|
<p>[Starting at 3rd level, when you make a Strength, Dexterity, or
|
|||
|
|
Constitution check, you can add your martial arts die. When you fail a
|
|||
|
|
Strength, Dexterity, or Constitution saving throw, you can use your
|
|||
|
|
reaction to spend 2 exertion and reroll the save.]</p>
|
|||
|
|
<h3>Master Athlete</h3>
|
|||
|
|
<p>[Starting at 6th level, your jump distances double, and you have
|
|||
|
|
advantage on ability checks made to jump. In addition, you gain a climb
|
|||
|
|
speed equal to your Speed and a swim speed equal to your Speed.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[Finally, once per long rest when you would gain a level of fatigue, you
|
|||
|
|
can choose not to gain that level of fatigue.]</p>
|
|||
|
|
<h3>Sacred Boon</h3>
|
|||
|
|
<p>[Starting at 11th level, choose three of the following benefits:]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Boon of Death.[ When you reduce a living creature to 0 hit
|
|||
|
|
points, you can use your reaction to spend 2 exertion and gain a number
|
|||
|
|
of temporary hit points equal to your martial arts die plus your
|
|||
|
|
proficiency bonus. If you do, you have advantage on death saving throws
|
|||
|
|
for 1 minute.]</p>
|
|||
|
|
<p>Boon of Hunting.[ When you succeed on a Survival check to Hunt
|
|||
|
|
and Gather as a journey activity, you gather twice as much Supply.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Boon of Love.[ When you succeed on a Persuasion check to
|
|||
|
|
influence a creature that is indifferent to you, you can spend 3
|
|||
|
|
exertion to make that creature friendly towards you for 1 hour.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Boon of Speed.[ When you move a distance greater than your Speed
|
|||
|
|
during your turn, you can use your reaction to spend 2 exertion and take
|
|||
|
|
the Dodge action.]</p>
|
|||
|
|
<p>Boon of Tactics.[ When you make an opportunity attack, you can
|
|||
|
|
spend 2 exertion to gain advantage on the attack.]</p>
|
|||
|
|
<p>Boon of War. [When you critically hit a creature, you can use
|
|||
|
|
your reaction to spend 2 exertion. If you do, your next successful melee
|
|||
|
|
weapon attack deals additional damage equal to your martial arts die
|
|||
|
|
plus your proficiency bonus.]</p>
|
|||
|
|
<h3>Eternal Favor</h3>
|
|||
|
|
<p>[At 17th level, you gain a token from the gods. While you are wearing
|
|||
|
|
the token, you are immune to fatigue and the blinded, deafened, and
|
|||
|
|
poisoned conditions. In addition, you can spend 1 exertion to use your
|
|||
|
|
Blessed Prowess feature on any ability check, and you don't need to
|
|||
|
|
spend exertion to use Sacred Boons. Finally, when you roll initiative,
|
|||
|
|
you can roll your martial arts die and regain that much exertion.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[If your Eternal Favor token is destroyed, the gods bestow another token
|
|||
|
|
upon you after you complete an arduous task to prove you are still
|
|||
|
|
worthy.]</p>
|
|||
|
|
<h2>Warrior Monk</h2>
|
|||
|
|
<h3>Lost Tradition</h3>
|
|||
|
|
<p>[Starting at 3rd level, choose a combat tradition you are not proficient
|
|||
|
|
in. You become proficient in that tradition. When you use a combat
|
|||
|
|
maneuver that requires a weapon with a particular property (such as
|
|||
|
|
finesse or heavy), your unarmed strikes count as having that
|
|||
|
|
property.]</p>
|
|||
|
|
<h3>Way of the Fist</h3>
|
|||
|
|
<p>[Starting at 6th level, you regain exertion equal to half your
|
|||
|
|
proficiency bonus (rounded down) when you critically hit with an unarmed
|
|||
|
|
strike. When you hit a creature with an unarmed strike, you can spend 1
|
|||
|
|
exertion to deal additional damage equal to your martial arts die.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Ancestral Guidance</h3>
|
|||
|
|
<p>[Starting at 11th level, you can meditate during a long rest. Choose a
|
|||
|
|
combat tradition. If you are proficient in that tradition, learn two
|
|||
|
|
maneuvers from it. If you are not proficient in that tradition, you
|
|||
|
|
become proficient in it and learn two maneuvers from it. Combat
|
|||
|
|
maneuvers learned through this feature are forgotten when you begin your
|
|||
|
|
next long rest.]</p>
|
|||
|
|
<h3>Perfect Fist</h3>
|
|||
|
|
<p>[Starting at 17th level, when you make an unarmed strike, you score
|
|||
|
|
critical hits on a roll of 19--20. If you already have a feature that
|
|||
|
|
increases the range of your critical hits, your critical hit range
|
|||
|
|
increases by 1 (maximum 17--20). In addition, when you use a bonus
|
|||
|
|
action to make an unarmed strike, the attack deals an additional damage
|
|||
|
|
die.]</p>
|
|||
|
|
<p>When your unarmed strike reduces a creature to 0 hit points, you can
|
|||
|
|
spend 3 exertion to utterly destroy the target's body and soul. The
|
|||
|
|
target can't be restored to life by any means short of a [wish
|
|||
|
|
]spell.</p>
|
|||
|
|
<p>[When you hit a creature with two or more unarmed strikes in the same
|
|||
|
|
turn, you can spend 3 exertion to force it to make a Constitution saving
|
|||
|
|
throw. On a failed save, the target suffers one effect you choose from
|
|||
|
|
the list below. For each successful unarmed strike after the second, you
|
|||
|
|
can spend 1 exertion to deal one additional effect. For example, if you
|
|||
|
|
hit with four unarmed attacks, you can spend 5 exertion to deal three
|
|||
|
|
effects. You can't choose the same effect more than once, and a
|
|||
|
|
successful saving throw negates all effects.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[The target takes extra damage equal to twice your martial arts
|
|||
|
|
die.]</li>
|
|||
|
|
<li>The target is blinded and deafened for 1 minute.</li>
|
|||
|
|
<li>[The target is paralyzed for 1 minute. At the start of each of its
|
|||
|
|
turns, the target can repeat the saving throw, ending the effect on
|
|||
|
|
a success.]</li>
|
|||
|
|
<li>[The target is knocked prone and becomes poisoned for 1 minute.]{.c6
|
|||
|
|
.c17}</li>
|
|||
|
|
<li>[Features, spells, and traits that would restore the target's hit
|
|||
|
|
points have no effect on the target until the start of your next
|
|||
|
|
turn.]</li>
|
|||
|
|
<li>[The target loses a spell slot from its highest available
|
|||
|
|
level.]</li>
|
|||
|
|
<li>The target loses 6 exertion.</li>
|
|||
|
|
<li>[The target can't use bonus actions, legendary actions, or reactions
|
|||
|
|
until the start of your next turn.]</li>
|
|||
|
|
<li>The target gains a level of fatigue.</li>
|
|||
|
|
</ul>
|
|||
|
|
<hr />
|
|||
|
|
<h1></h1>
|
|||
|
|
<h1>Bard</h1>
|
|||
|
|
<p>TABLE: BARD</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL PROFICIENCY BONUS FEATURES BATTLE HYMNS TRICKS KNOWN
|
|||
|
|
1st +2 Art Speciality, Bardic Inspiration, Battle Hymn, Spellcasting 1 ---
|
|||
|
|
2nd +2 Adventuring Tricks, Jack-of-All-Trades, Varied Expertise 1 1
|
|||
|
|
3rd +2 Bard Archetype Feature 1 1
|
|||
|
|
4th +2 Ability Score Improvement, Bardic Legend (1st), Battle Hymn Focus 2 1
|
|||
|
|
5th +3 Bardic Inspiration (d8), Key Change, Renewed Inspiration, 2 1
|
|||
|
|
6th +3 Bard Archetype Feature, Prestigious, Varied Expertise 2 2
|
|||
|
|
7th +3 Bardic Legend (2nd), Maestro 3 2
|
|||
|
|
8th +3 Ability Score Improvement, Battle Hymn Specialization 3 2
|
|||
|
|
9th +4 Bard Archetype Feature 3 3
|
|||
|
|
10th +4 Bardic Inspiration (d10), Varied Expertise 4 3
|
|||
|
|
11th +4 Art Mastery, Bardic Legend (3rd) 4 3
|
|||
|
|
12th +4 Ability Score Improvement, Battle Hymn Specialization 4 3
|
|||
|
|
13th +5 Universal Trick 5 4
|
|||
|
|
14th +5 Bard Archetype Feature, Varied Expertise 5 4
|
|||
|
|
15th +5 Bard Archetype Feature, Bardic Inspiration (d12) 5 4
|
|||
|
|
16th +5 Ability Score Improvement, Universal Trick 6 5
|
|||
|
|
17th +6 Art Mastery, Grand Battle Hymn 6 5
|
|||
|
|
18th +6 Varied Expertise 6 5
|
|||
|
|
19th +6 Ability Score Improvement, Universal Trick 7 5
|
|||
|
|
20th +6 Virtuoso 8 6</p>
|
|||
|
|
<hr />
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: BARD SPELLS SPELL SLOTS PER LEVEL <br />
|
|||
|
|
LEVEL CANTRIPS KNOWN SPELLS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
|||
|
|
1st 2 4 2 --- --- --- --- --- --- --- ---
|
|||
|
|
2nd 2 5 3 --- --- --- --- --- --- --- ---
|
|||
|
|
3rd 2 6 4 2 --- --- --- --- --- --- ---
|
|||
|
|
4th 3 7 4 3 --- --- --- --- --- --- ---
|
|||
|
|
5th 3 8 4 3 2 --- --- --- --- --- ---
|
|||
|
|
6th 3 9 4 3 3 --- --- --- --- --- ---
|
|||
|
|
7th 3 10 4 3 3 1 --- --- --- --- ---
|
|||
|
|
8th 3 11 4 3 3 2 --- --- --- --- ---
|
|||
|
|
9th 3 12 4 3 3 3 1 --- --- --- ---
|
|||
|
|
10th 4 13 4 3 3 3 2 --- --- --- ---
|
|||
|
|
11th 4 14 4 3 3 3 2 1 --- --- ---
|
|||
|
|
12th 4 15 4 3 3 3 2 1 --- --- ---
|
|||
|
|
13th 4 16 4 3 3 3 2 1 1 --- ---
|
|||
|
|
14th 4 17 4 3 3 3 2 1 1 --- ---
|
|||
|
|
15th 4 18 4 3 3 3 2 1 1 1 ---
|
|||
|
|
16th 4 19 4 3 3 3 2 1 1 1 ---
|
|||
|
|
17th 4 20 4 3 3 3 2 1 1 1 1
|
|||
|
|
18th 4 21 4 3 3 3 3 1 1 1 1
|
|||
|
|
19th 4 22 4 3 3 3 3 2 1 1 1
|
|||
|
|
20th 4 23 4 3 3 3 3 2 2 1 1</p>
|
|||
|
|
<hr />
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: BATTLE HYMNS</p>
|
|||
|
|
<p>+-----------------------------------+-----------------------------------+
|
|||
|
|
| BARD LEVEL | BATTLE HYMN |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 1st--4th | [Harmony of Pain. ]{.c15 |
|
|||
|
|
| | .c25}[The target gains a number |
|
|||
|
|
| | of temporary hit points equal to |
|
|||
|
|
| | your Bardic Inspiration die.]{.c6 |
|
|||
|
|
| | .c7} |
|
|||
|
|
| | |
|
|||
|
|
| | [Overbearing Rhythm.]{.c15 |
|
|||
|
|
| | .c25}[ Attacks against the target |
|
|||
|
|
| | have disadvantage.] |
|
|||
|
|
| | |
|
|||
|
|
| | Song of Clarity. [At |
|
|||
|
|
| | the start of the target's turn, |
|
|||
|
|
| | if it is not at 0 hit points it |
|
|||
|
|
| | can expend one of its Hit Dice to |
|
|||
|
|
| | regain hit points.] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 5th--8th | [Bastions of Justice. ]{.c15 |
|
|||
|
|
| | .c25}[The target gains a bonus to |
|
|||
|
|
| | saving throws equal to your |
|
|||
|
|
| | Charisma modifier (minimum |
|
|||
|
|
| | +1).] |
|
|||
|
|
| | |
|
|||
|
|
| | Call to Arms.[ The |
|
|||
|
|
| | target can roll one additional |
|
|||
|
|
| | weapon damage die with its weapon |
|
|||
|
|
| | attacks. If the target makes at |
|
|||
|
|
| | least one weapon attack on its |
|
|||
|
|
| | turn and misses with all attacks, |
|
|||
|
|
| | you can sustain this battle hymn |
|
|||
|
|
| | for 1 round without expending a |
|
|||
|
|
| | use of Bardic Inspiration.]{.c6 |
|
|||
|
|
| | .c7} |
|
|||
|
|
| | |
|
|||
|
|
| | Placid Tones. [The |
|
|||
|
|
| | target gains an expertise die on |
|
|||
|
|
| | Intelligence, Wisdom, and |
|
|||
|
|
| | Charisma checks.] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 9th--12th | [Heaven's Blessing. ]{.c15 |
|
|||
|
|
| | .c25}[When the target benefits |
|
|||
|
|
| | from your Bardic Inspiration, it |
|
|||
|
|
| | rolls the Bardic Inspiration die |
|
|||
|
|
| | twice and uses the higher |
|
|||
|
|
| | result.] |
|
|||
|
|
| | |
|
|||
|
|
| | Ode of Blood. [If |
|
|||
|
|
| | the target is dying, it continues |
|
|||
|
|
| | making death saving throws but |
|
|||
|
|
| | regains consciousness for up to 3 |
|
|||
|
|
| | rounds. The target falls |
|
|||
|
|
| | unconscious again if it takes |
|
|||
|
|
| | damage, and it dies if it fails |
|
|||
|
|
| | its last death saving throw. Once |
|
|||
|
|
| | a creature has benefited from |
|
|||
|
|
| | this battle hymn, it can't |
|
|||
|
|
| | benefit from it again until it |
|
|||
|
|
| | finishes a rest.] |
|
|||
|
|
| | |
|
|||
|
|
| | [Willful Serenade. ]{.c15 |
|
|||
|
|
| | .c25}[Until the end of the |
|
|||
|
|
| | combat, the target ignores up to |
|
|||
|
|
| | 4 levels of fatigue or strife it |
|
|||
|
|
| | is suffering from (how much of |
|
|||
|
|
| | each to ignore is determined by |
|
|||
|
|
| | the creature).] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 13th--16th | Doomsayer. [The |
|
|||
|
|
| | target takes a --1d8 penalty on |
|
|||
|
|
| | attack rolls.] |
|
|||
|
|
| | |
|
|||
|
|
| | [Onward to Battle. ]{.c15 |
|
|||
|
|
| | .c25}[The target's Speed |
|
|||
|
|
| | increases by 40 feet.] |
|
|||
|
|
| | |
|
|||
|
|
| | Rise and Fight. [If |
|
|||
|
|
| | the target is dying, it regains |
|
|||
|
|
| | hit points equal to your Bardic |
|
|||
|
|
| | Inspiration die. Once a creature |
|
|||
|
|
| | has benefited from this battle |
|
|||
|
|
| | hymn, it can't benefit from it |
|
|||
|
|
| | again until it finishes a long |
|
|||
|
|
| | rest.] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 17th--20th | [Bring Low the Foe. ]{.c15 |
|
|||
|
|
| | .c25}[The target takes a --1d8 |
|
|||
|
|
| | penalty to saving throws. In |
|
|||
|
|
| | addition, it is rattled for 1d4 |
|
|||
|
|
| | rounds after the battle hymn |
|
|||
|
|
| | ends.] |
|
|||
|
|
| | |
|
|||
|
|
| | [Carry the Spirit.]{.c15 |
|
|||
|
|
| | .c25}[ The target gains advantage |
|
|||
|
|
| | on saving throws.] |
|
|||
|
|
| | |
|
|||
|
|
| | [Inspiring Crescendo.]{.c15 |
|
|||
|
|
| | .c25}[ The target gains a 1d6 |
|
|||
|
|
| | expertise die on ability checks. |
|
|||
|
|
| | Unlike normal, this expertise die |
|
|||
|
|
| | can be as high as a d12.]{.c6 |
|
|||
|
|
| | .c7} |
|
|||
|
|
+-----------------------------------+-----------------------------------+</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d8 per bard level</p>
|
|||
|
|
<p>Hit Points at 1st Level:[ 8 + your Constitution modifier]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Hit Points at Higher Levels:[ 1d8 (or 5) + your Constitution
|
|||
|
|
modifier per bard level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: Light armor</p>
|
|||
|
|
<p>Weapons:[ Simple weapons, hand crossbows, longswords, rapiers,
|
|||
|
|
shortswords]</p>
|
|||
|
|
<p>Tools:[ Two musical instruments of your choice, or one musical
|
|||
|
|
instrument and any other tool]</p>
|
|||
|
|
<p>Saving Throws: Dexterity, Charisma</p>
|
|||
|
|
<p>Skills: Choose any three</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 135 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Agitator's Set (Cost 111 gp):[ Dagger, hand crossbow and
|
|||
|
|
quiver with 20 bolts, padded cloth, entertainer's pack, flute]{.c6
|
|||
|
|
.c17}</li>
|
|||
|
|
<li>Ambassador's Set (Cost 91 gp):[ Longsword, shortbow with 20
|
|||
|
|
arrows, padded leather, diplomat's pack, violin]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Art Speciality</h2>
|
|||
|
|
<p>[Starting at 1st level, any musical instrument that you have proficiency
|
|||
|
|
with counts as a spell focus for the purposes of spellcasting. Although
|
|||
|
|
spells can be cast without these instruments, only targets that are able
|
|||
|
|
to perceive your performance can benefit from this feature. Whenever you
|
|||
|
|
finish a rest, choose one of the following as your Art Specialty.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Percussion (Casabas, Castanets, Drums, Maracas).[ Any instrument
|
|||
|
|
played by being struck or scraped (either by other instruments or
|
|||
|
|
against each other) qualifies as a percussion instrument. When you cast
|
|||
|
|
a bard spell from the sound school using a percussion instrument as your
|
|||
|
|
spell focus, double the spell\'s range. A sound spell that has a range
|
|||
|
|
of Touch increases its range to 30 feet.]</p>
|
|||
|
|
<p>String Instruments (Dulcimer, Harp, Lute, Lyre, Violin).[ String
|
|||
|
|
instruments are played by plucking and twanging strings. When using a
|
|||
|
|
string instrument as a spell focus, whenever you cast a bard spell from
|
|||
|
|
the movement or teleportation school, you can target an additional
|
|||
|
|
creature within 15 feet of you.]</p>
|
|||
|
|
<p>Visual (Calligraphy, Dance, Light Manipulation, Shapes).[ There
|
|||
|
|
are many ways to undertake a visual performance, whether through
|
|||
|
|
illustration, illusion magic, or legerdemain. When using visual art as a
|
|||
|
|
spell focus, whenever you cast a bard spell, you can make one ally that
|
|||
|
|
can see you the point of origin of that spell. You must be able to see
|
|||
|
|
any targets of the spell.]</p>
|
|||
|
|
<p>Voice (Humming, Insults, Oration, Singing).[ When using this
|
|||
|
|
musical art as a spell focus, you have advantage on checks made to
|
|||
|
|
maintain concentration on a bard spell.]</p>
|
|||
|
|
<p>[Wind Instruments (Bagpipes, Flute, Horn, Ocarina,
|
|||
|
|
Trombone).][ Any instrument played by passing air through it
|
|||
|
|
qualifies as a wind instrument. When you cast a bard spell using a wind
|
|||
|
|
instrument as a spell focus, you can make a Deception or Performance
|
|||
|
|
check as a part of casting the spell. Creatures with a passive Insight
|
|||
|
|
score equal to or less than the result of your check do not see or hear
|
|||
|
|
you cast the spell. Once you have used this feature three times, you
|
|||
|
|
can't do so again until you finish a long rest.]</p>
|
|||
|
|
<h2>Bardic Inspiration</h2>
|
|||
|
|
<p>[A number of times equal to your Charisma modifier (minimum once) per
|
|||
|
|
long rest, you can use a bonus action to choose one creature other than
|
|||
|
|
yourself within 60 feet that can hear or see you. That creature gains a
|
|||
|
|
d6 Bardic Inspiration die.]</p>
|
|||
|
|
<p>[Within the next 10 minutes, before or after rolling an ability check,
|
|||
|
|
attack roll, or saving throw (but before the result is determined), the
|
|||
|
|
creature can roll the Bardic Inspiration die and add the number rolled
|
|||
|
|
to the result. Once the Bardic Inspiration die is rolled, it is
|
|||
|
|
expended. A creature can have only one Bardic Inspiration die at a
|
|||
|
|
time.]</p>
|
|||
|
|
<p>[At 5th level, your Bardic Inspiration die increases to a d8. At 10th
|
|||
|
|
level it increases to a d10, and at 15th level it increases to a
|
|||
|
|
d12.]</p>
|
|||
|
|
<h2>Battle Hymn</h2>
|
|||
|
|
<p>[At 1st level, you learn a battle hymn, which can be expressed in any
|
|||
|
|
type of performance. Once at the start of your turn, you can activate a
|
|||
|
|
battle hymn by expending one use of your Bardic Inspiration (no action
|
|||
|
|
is required). Performing a battle hymn requires your concentration, as
|
|||
|
|
though you were casting a spell. Once activated, a battle hymn continues
|
|||
|
|
until you lose concentration or the start of your next turn.]</p>
|
|||
|
|
<p>[The number of battle hymns you know are listed in the Battle Hymns
|
|||
|
|
Known column of the Bard table. Whenever you gain a bard level, you may
|
|||
|
|
choose one battle hymn you know and replace it with a new battle hymn.
|
|||
|
|
Your bard level determines what battle hymns you can learn.]</p>
|
|||
|
|
<p>Audience.[ Unless otherwise noted, a battle hymn does not have a
|
|||
|
|
target until you choose one, and each hymn targets a single creature
|
|||
|
|
within 30 feet. You can choose to target a creature at any time, but
|
|||
|
|
once you have chosen a target of your battle hymn, the hymn's target
|
|||
|
|
can't be changed.]</p>
|
|||
|
|
<p>Sustained Song.[ When you have an activated battle hymn but have
|
|||
|
|
not chosen a creature to benefit from it yet, at the start of your turn
|
|||
|
|
when it would end you can instead choose to sustain the battle hymn
|
|||
|
|
until the start of your next turn without expending a use of Bardic
|
|||
|
|
Inspiration.]</p>
|
|||
|
|
<h2>Spellcasting</h2>
|
|||
|
|
<h3>Cantrips</h3>
|
|||
|
|
<p>You learn two bard cantrips of your choice at 1st level and additional
|
|||
|
|
bard cantrips at higher levels, as shown in the Cantrips Known column of
|
|||
|
|
the Bard Spells table.</p>
|
|||
|
|
<h3>Spell Slots</h3>
|
|||
|
|
<p>[To cast a bard spell, you must expend a spell slot of the spell's level
|
|||
|
|
or higher. The Bard Spells table shows how many spell slots you have to
|
|||
|
|
cast your bard spells. You regain all expended spell slots when you
|
|||
|
|
finish a long rest.]</p>
|
|||
|
|
<h3>Spells Known of 1st-Level and Higher</h3>
|
|||
|
|
<p>[At 1st level, you know your choice of four 1st-level spells from the
|
|||
|
|
bard spell list. Consult the Spells Known column of the Bard Spells
|
|||
|
|
table to see when you can choose more bard spells. Each of these spells
|
|||
|
|
must be of a level for which you have spell slots. ]</p>
|
|||
|
|
<p>Additionally, when you gain a bard level, you can replace a bard spell
|
|||
|
|
you know with another from the bard spell list, provided it is of a
|
|||
|
|
level for which you have spell slots.</p>
|
|||
|
|
<h3>Ritual Casting</h3>
|
|||
|
|
<p>[You can cast a bard spell you know as a ritual if that spell can be
|
|||
|
|
cast as a ritual.]</p>
|
|||
|
|
<h3>Spellcasting Ability</h3>
|
|||
|
|
<p>[Charisma is your spellcasting ability for your bard spells. You use
|
|||
|
|
your Charisma whenever a spell refers to your spellcasting ability. In
|
|||
|
|
addition, you use your Charisma modifier to set the attack bonus and
|
|||
|
|
saving throw DC for your bard spells, as follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your Charisma
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your Charisma
|
|||
|
|
modifier]</p>
|
|||
|
|
<h3>Spellcasting Focus</h3>
|
|||
|
|
<p>[When casting a bard spell, you can use an arcane focus or Art
|
|||
|
|
Speciality as your spellcasting focus.]</p>
|
|||
|
|
<h2>Adventuring Tricks</h2>
|
|||
|
|
<p>[At 2nd level, you learn one adventuring trick of your choice.
|
|||
|
|
Adventuring tricks are detailed at the end of the class description. The
|
|||
|
|
Tricks Known column of the Bard table shows when you learn more
|
|||
|
|
adventuring tricks.]</p>
|
|||
|
|
<h2>Jack-of-All-Trades</h2>
|
|||
|
|
<p>[Starting at 2nd Level, if you are not proficient with a skill or tool,
|
|||
|
|
you can add half your proficiency bonus (rounded down) to ability checks
|
|||
|
|
using that skill or tool.]</p>
|
|||
|
|
<h2>Varied Expertise</h2>
|
|||
|
|
<p>[Also at 2nd level, you gain an expertise die on one skill or tool of
|
|||
|
|
your choice. At 6th, 10th, 14th, and 18th level, choose an additional
|
|||
|
|
skill or tool.]</p>
|
|||
|
|
<h2>Bard Archetype</h2>
|
|||
|
|
<p>[At 3rd level, choose a bard archetype. Your archetype grants you
|
|||
|
|
features at 3rd, 6th, and 14th level.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Bardic Legend</h2>
|
|||
|
|
<p>[At 4th level, you write a bardic tale of your adventures. Your bardic
|
|||
|
|
legend takes whatever form you like. When you enter a settlement and
|
|||
|
|
spend a day playing or recounting the tale, the reputation of you and
|
|||
|
|
your allies starts to grow. In addition to receiving local quests suited
|
|||
|
|
to the exploits detailed in your bardic legend, when you rest in a
|
|||
|
|
settlement that knows your bardic legend, you and your allies regain all
|
|||
|
|
spent hit dice over the course of a long rest. In addition, you gain an
|
|||
|
|
expertise die on Prestige checks made in the settlement.]</p>
|
|||
|
|
<p>[Starting at 7th level, you craft a second bardic legend. Commoners are
|
|||
|
|
either more amenable or afraid of you, depending on the type of bardic
|
|||
|
|
legend you create. Choose one of the following skills: Deception,
|
|||
|
|
Insight, Intimidation, or Persuasion. You gain advantage on checks made
|
|||
|
|
using the chosen skill to influence any commoner that has heard your
|
|||
|
|
bardic legend.]</p>
|
|||
|
|
<p>[Beginning at 11th level, whenever you enter a settlement, you can name
|
|||
|
|
a new bardic legend of your choice. Allies that are part of the tale
|
|||
|
|
gain inspiration when they finish a long rest in that settlement. Any
|
|||
|
|
other creatures that are part of that tale have their reputations
|
|||
|
|
ruined---either they confront you directly to stop the rumor, or they
|
|||
|
|
are unable to hide or deal in that town for the length of time you are
|
|||
|
|
in it. Once you have used this feature in a settlement, you can't do so
|
|||
|
|
again until you finish a long rest.]</p>
|
|||
|
|
<h2>Battle Hymn Focus</h2>
|
|||
|
|
<p>[Also at 4th level, at the end of another creature's turn, you can use
|
|||
|
|
your reaction to activate a battle hymn. This battle hymn replaces any
|
|||
|
|
currently activated battle hymns. Replacing an activated battle hymn
|
|||
|
|
does not require expending a use of Bardic Inspiration if the previously
|
|||
|
|
activated hymn doesn't have a target.]</p>
|
|||
|
|
<p>In addition, choose one of the following.</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Your battle hymns don't require concentration.</li>
|
|||
|
|
<li>[Your battle hymns can affect a number of additional creatures equal
|
|||
|
|
to your Charisma modifier (minimum one).]</li>
|
|||
|
|
<li>[You learn an additional battle hymn, which doesn't count against
|
|||
|
|
the number of battle hymns you know. When choosing this battle hymn,
|
|||
|
|
treat your bard level as four higher for the purposes of meeting the
|
|||
|
|
hymn's prerequisites. If you change this Battle Hymn Focus, you
|
|||
|
|
forget the additional battle hymn.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[Whenever you gain a bard level, you can change your Battle Hymn
|
|||
|
|
Focus.]</p>
|
|||
|
|
<h2>Renewed Inspiration</h2>
|
|||
|
|
<p>[Starting at 5th level, you regain all expended uses of Bardic
|
|||
|
|
Inspiration whenever you finish a rest.]</p>
|
|||
|
|
<h2>Key Change</h2>
|
|||
|
|
<p>[Also at 5th level, you can use a bonus action to change your Art
|
|||
|
|
Speciality. Once you have used this feature, you can't do so again until
|
|||
|
|
you finish a rest.]</p>
|
|||
|
|
<h2>Prestigious</h2>
|
|||
|
|
<p>[Beginning at 6th level, your Prestige rating increases by an amount
|
|||
|
|
equal to half your proficiency bonus (rounded down). When you reach 11th
|
|||
|
|
level, your Prestige rating instead increases by an amount equal to your
|
|||
|
|
proficiency bonus.]</p>
|
|||
|
|
<h2>Maestro</h2>
|
|||
|
|
<p>[At 7th level, choose one Art Speciality. You always gain the benefits
|
|||
|
|
of that Art Speciality, no matter what instrument or art you are
|
|||
|
|
using.]</p>
|
|||
|
|
<h2>Battle Hymn Specialization</h2>
|
|||
|
|
<p>[At 8th level, the range of your battle hymns increases to 60 feet.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>In addition, choose one of the following.</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You can expend two uses of Bardic Inspiration to activate two
|
|||
|
|
Battle Hymns at the same time. Losing concentration or changing
|
|||
|
|
battle hymns ends both hymns.]</li>
|
|||
|
|
<li>[Pick three spells of 4th-level or lower that have only vocalized
|
|||
|
|
components. These spells can be from any class spell list. You can
|
|||
|
|
spend two uses of Bardic Inspiration to cast one of the chosen
|
|||
|
|
spells at the start of your turn without using an action. If you do,
|
|||
|
|
you can't activate a battle hymn that turn.]</li>
|
|||
|
|
<li>[When you expend a use of Bardic Inspiration to activate a battle
|
|||
|
|
hymn, you can also grant a Bardic Inspiration die to a creature
|
|||
|
|
within 60 feet.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[Whenever you gain a bard level, you can change your Battle Hymn
|
|||
|
|
Specialization.]</p>
|
|||
|
|
<h3>Art Mastery</h3>
|
|||
|
|
<p>[At 11th level, you gain one of the following art masteries. At 17th
|
|||
|
|
level, you gain an additional art mastery.]</p>
|
|||
|
|
<p>Percussion: Rolling Rhythm.[ When using a percussion instrument
|
|||
|
|
as a spell focus, if you cast a spell that targets only one creature,
|
|||
|
|
you can target an additional creature. The additional target must be
|
|||
|
|
within range of the first (as if the original target were casting the
|
|||
|
|
spell). You can use this feature a number of times equal to half your
|
|||
|
|
proficiency bonus (rounded down) per rest.]</p>
|
|||
|
|
<p>String Instruments: Melody for All.[ You gain a number of melody
|
|||
|
|
charges equal to your Charisma modifier (minimum 1), which you regain
|
|||
|
|
whenever you finish a long rest. When using a string instrument as a
|
|||
|
|
spell focus, if you cast a spell that targets only one creature, you can
|
|||
|
|
spend a melody charge to target an additional creature within the
|
|||
|
|
spell's range.]</p>
|
|||
|
|
<p>Visual: Dual Masterpiece.[ When using visual art as a spell
|
|||
|
|
focus, if you cast a bard spell that uses an ally as its point of origin
|
|||
|
|
and then cast that spell again on your next turn, the spell is cast as
|
|||
|
|
if you had used a spell slot two levels higher. You can use this feature
|
|||
|
|
a number of times equal to your proficiency bonus per long rest.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Voice: Everlasting Song.[ When concentrating on a bard spell you
|
|||
|
|
cast using your voice as a spell focus, you automatically succeed on
|
|||
|
|
checks made to maintain concentration on that spell.]</p>
|
|||
|
|
<p>Wind Instruments: Perfect Pitch.[ While using a wind instrument
|
|||
|
|
as a spell focus, you gain advantage on Deception and Performance checks
|
|||
|
|
to conceal the casting of bard spells.]</p>
|
|||
|
|
<h2>Universal Trick</h2>
|
|||
|
|
<p>[At 13th, 16th, and 19th level, you learn a developed talent from the
|
|||
|
|
berserker class, a sign of faith from the cleric class, a soldiering
|
|||
|
|
knack from the fighter class, or an elective study from the wizard
|
|||
|
|
class. You can't learn more than one Universal Trick from any individual
|
|||
|
|
class.]</p>
|
|||
|
|
<h2>Grand Battle Hymns</h2>
|
|||
|
|
<p>[At 17th level, you learn one of the following grand battle hymns,
|
|||
|
|
which doesn't count against the number of battle hymns you know.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Beyond the Grave.[ When you activate this hymn, each ally within
|
|||
|
|
60 feet that is bloodied or unconscious is restored to half their hit
|
|||
|
|
point maximum. In addition, each target recovers from up to 3 levels of
|
|||
|
|
fatigue.]</p>
|
|||
|
|
<p>Magic Never Dies.[ When you activate this hymn, each ally within
|
|||
|
|
30 feet regains up to five levels worth of spell slots or gains 30
|
|||
|
|
temporary hit points.]</p>
|
|||
|
|
<p>Taste of Victory.[ When you activate this hymn, each ally within
|
|||
|
|
30 feet of you gains a blessing of victory that lasts for 24 hours or
|
|||
|
|
until it is expended. Whenever a target makes an attack roll or
|
|||
|
|
contested ability check, they can expend their blessing of victory to
|
|||
|
|
gain advantage on the roll.]</p>
|
|||
|
|
<p>[Once you have activated your grand battle hymn, you can't do so again
|
|||
|
|
until you finish a long rest.]</p>
|
|||
|
|
<h2>Virtuoso</h2>
|
|||
|
|
<p>[At 20th level, you can use an action and expend a use of Bardic
|
|||
|
|
Inspiration to start an epic performance that lasts for 1d4 rounds.
|
|||
|
|
While the performance lasts, you can choose up to 50 creatures that are
|
|||
|
|
within 120 feet and that can hear or see your performance. Each creature
|
|||
|
|
you choose makes a Charisma saving throw. On a failed save, the target
|
|||
|
|
is charmed by you for the performance's duration and for 6 days
|
|||
|
|
afterwards, or until you or your companions do anything harmful to it. A
|
|||
|
|
charmed creature regards you as a friendly acquaintance.]</p>
|
|||
|
|
<p>[The performance ends early if you are incapacitated or silenced, or if
|
|||
|
|
you voluntarily end it (no action required). At the end of the
|
|||
|
|
performance, you can extend the duration by 1d4 rounds by expending an
|
|||
|
|
additional use of Bardic Inspiration.]</p>
|
|||
|
|
<p>If your epic performance lasts at least 1 minute, when the performance
|
|||
|
|
ends each charmed creature you choose is affected by a [mass suggestion
|
|||
|
|
][spell cast at 9th level. Creatures do not make saving throws to
|
|||
|
|
resist this effect. The commands you give a charmed creature are not
|
|||
|
|
obvious, and other creatures must make an Insight check contested by
|
|||
|
|
your Performance check to notice that you are doing anything more than
|
|||
|
|
giving a performance. You can give each creature its own set of commands
|
|||
|
|
but can give out only six different sets of commands.]</p>
|
|||
|
|
<p>[Once you use this feature, you can't use it again until you finish a
|
|||
|
|
long rest.]</p>
|
|||
|
|
<h1>Adventuring Tricks</h1>
|
|||
|
|
<p>[When you gain access to a new adventuring trick, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Bewitching Companion</h2>
|
|||
|
|
<p>[Choose one skill in which you are proficient. You gain an expertise die
|
|||
|
|
on checks made using the chosen skill.]</p>
|
|||
|
|
<p>[In addition, you gain an expertise die on checks made to influence
|
|||
|
|
anyone accompanying you on a journey.]</p>
|
|||
|
|
<h2>Brutish Confrontation</h2>
|
|||
|
|
<p>[Choose one skill in which you are proficient. You gain an expertise die
|
|||
|
|
on checks made using the chosen skill.]</p>
|
|||
|
|
<p>[In addition, you gain advantage on ability checks made to prepare an
|
|||
|
|
ambush.]</p>
|
|||
|
|
<h2>Improvised Engineering</h2>
|
|||
|
|
<p>[You gain proficiency in the Engineering skill. If you are already
|
|||
|
|
proficient in Engineering, you instead gain an expertise die.]</p>
|
|||
|
|
<p>[In addition, you gain advantage on Engineering checks made to build a
|
|||
|
|
temporary construction (such as a bridge or ladder) or shore up an
|
|||
|
|
existing structure (like the wall of a collapsing building).]</p>
|
|||
|
|
<h2>Marching Song</h2>
|
|||
|
|
<p>[Allies within 30 feet of you travel 1 mile per hour faster than normal.
|
|||
|
|
Your party can't use Stealth while traveling in this manner.]</p>
|
|||
|
|
<h2>Profitable</h2>
|
|||
|
|
<p>[You gain proficiency in the Performance skill. If you are already
|
|||
|
|
proficient with Performance, you instead gain an expertise die.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[Additionally, whenever you make a Performance check to earn coins, you
|
|||
|
|
gain twice as much as normal.]</p>
|
|||
|
|
<h2>Resonance</h2>
|
|||
|
|
<p>[Choose one skill in which you are proficient. You gain an expertise die
|
|||
|
|
on checks made using the chosen skill.]</p>
|
|||
|
|
<p>[In addition, when either you or a companion casts a ritual spell, its
|
|||
|
|
duration is doubled and it affects twice the usual number of
|
|||
|
|
targets.]</p>
|
|||
|
|
<h2>Sly Confidant</h2>
|
|||
|
|
<p>[Choose one skill in which you are proficient. You gain an expertise die
|
|||
|
|
on checks made using the chosen skill.]</p>
|
|||
|
|
<p>[In addition, when you succeed on a contested Intelligence, Wisdom, or
|
|||
|
|
Charisma check, you gain advantage on your next contested Intelligence,
|
|||
|
|
Wisdom, or Charisma check against the same creature.]</p>
|
|||
|
|
<h2>Song of Rest</h2>
|
|||
|
|
<p>[When you perform during a short rest, creatures who can perceive your
|
|||
|
|
performance regain an additional 1d8 hit points when they expend Hit
|
|||
|
|
Dice to regain hit points.]</p>
|
|||
|
|
<h2>Showoff</h2>
|
|||
|
|
<p>[Choose one skill in which you are proficient. You gain an expertise die
|
|||
|
|
on checks made using the chosen skill.]</p>
|
|||
|
|
<p>[In addition, when you succeed on an Acrobatics or Athletics check to
|
|||
|
|
balance, climb, jump, or otherwise physically overcome an obstacle, a
|
|||
|
|
number of allies equal to your proficiency bonus gain advantage on the
|
|||
|
|
same check made to overcome that obstacle.]</p>
|
|||
|
|
<h2>Townie</h2>
|
|||
|
|
<p>[Choose one skill in which you are proficient. You gain an expertise die
|
|||
|
|
on checks made using the chosen skill.]</p>
|
|||
|
|
<p>[In addition, if you have a positive reputation in a town or city, all
|
|||
|
|
basic goods and spellcasting components cost you one-third less in that
|
|||
|
|
settlement.]</p>
|
|||
|
|
<h2>Widely Known</h2>
|
|||
|
|
<p>[You do not have disadvantage on Prestige checks made outside the area
|
|||
|
|
described by your Prestige rating.]</p>
|
|||
|
|
<h1>Bard Archetypes</h1>
|
|||
|
|
<h2>Loremaster</h2>
|
|||
|
|
<h3>Bonus Proficiencies and Specialties</h3>
|
|||
|
|
<p>[When you select this archetype at 3rd level, choose three of the
|
|||
|
|
following skills: Arcana, Culture, Engineering, History, Medicine,
|
|||
|
|
Nature, Religion. You gain proficiency in the chosen skills. In
|
|||
|
|
addition, you gain three additional specialties, and you gain another
|
|||
|
|
specialty whenever your proficiency bonus increases. These additional
|
|||
|
|
specialties must be in Arcana, Culture, Engineering, History, Medicine,
|
|||
|
|
Nature, or Religion.]</p>
|
|||
|
|
<h3>Cunning Words</h3>
|
|||
|
|
<p>[Also at 3rd level, when a creature that you can see within 60 feet
|
|||
|
|
makes an ability check, attack roll, or damage roll, you can use your
|
|||
|
|
reaction to expend a use of Bardic Inspiration. If you do, roll a Bardic
|
|||
|
|
Inspiration die and subtract the number rolled from the creature's roll.
|
|||
|
|
If you roll the minimum or maximum result on your Bardic Inspiration
|
|||
|
|
die, the creature is rattled until the end of your next turn.]</p>
|
|||
|
|
<p>[You can choose to use this feature after the creature makes its roll,
|
|||
|
|
but before the Narrator determines whether the attack roll or ability
|
|||
|
|
check succeeds or fails, or before damage is dealt. The creature is
|
|||
|
|
immune to this feature if it can't hear you or if it's immune to being
|
|||
|
|
charmed.]</p>
|
|||
|
|
<h3>School Knowledge</h3>
|
|||
|
|
<p>[At 6th level, choose one school of magic that is not a classical school
|
|||
|
|
of magic, the arcane school of magic, or the divine school of magic. All
|
|||
|
|
spells from the chosen school of magic count as bard spells for
|
|||
|
|
you.]</p>
|
|||
|
|
<p>[In addition, you learn two bard spells. A spell you choose must be a
|
|||
|
|
cantrip or of a spell level you can cast.]</p>
|
|||
|
|
<h3>Skillful Knowledge</h3>
|
|||
|
|
<p>[Starting at 14th level, you can use your Bardic Inspiration on
|
|||
|
|
yourself. When you roll the minimum or maximum result on your Bardic
|
|||
|
|
Inspiration die, you also gain an expertise die on the triggering
|
|||
|
|
check.]</p>
|
|||
|
|
<h2>Minstrel</h2>
|
|||
|
|
<h3>Bonus Proficiency and Specialties</h3>
|
|||
|
|
<p>[When you select this archetype at 3rd level, you gain proficiency in
|
|||
|
|
Culture and Performance. If you are already proficient in either skill,
|
|||
|
|
you instead gain an expertise die. In addition, you gain additional
|
|||
|
|
specialties equal to your proficiency bonus, and you gain another
|
|||
|
|
specialty whenever your proficiency bonus increases. These bonus
|
|||
|
|
specialties must be in Culture or Performance.]</p>
|
|||
|
|
<h3>Better Bardic Inspiration</h3>
|
|||
|
|
<p>[Also starting at 3rd level, when you have granted a creature Bardic
|
|||
|
|
Inspiration, if the creature would make a saving throw at the end of its
|
|||
|
|
turn to end an effect on it, it can expend the Bardic Inspiration to
|
|||
|
|
attempt a saving throw at the start of its turn instead.]</p>
|
|||
|
|
<p>[In addition, you can use Bardic Inspiration on yourself, but only to
|
|||
|
|
make Performance checks.]</p>
|
|||
|
|
<h3>Endless Legends</h3>
|
|||
|
|
<p>[Starting at 6th level, you can use Bardic Inspiration an additional
|
|||
|
|
number of times equal to your Wisdom modifier (minimum one). In
|
|||
|
|
addition, when a creature rolls your Bardic Inspiration die, it gains a
|
|||
|
|
bonus to the roll equal to your Wisdom modifier (minimum +1).]</p>
|
|||
|
|
<h3>Act of Unison</h3>
|
|||
|
|
<p>[Starting at 14th level, on your turn you can use an action and a bonus
|
|||
|
|
action to expend a use of Bardic Inspiration and choose a creature you
|
|||
|
|
can see within 60 feet. If the creature can see or hear you, it gains an
|
|||
|
|
action, which it must use before the end of your turn. A creature can
|
|||
|
|
benefit from this feature only once between long rests.]</p>
|
|||
|
|
<h2>Mountebank</h2>
|
|||
|
|
<h3>Bonus Proficiency and Specialties</h3>
|
|||
|
|
<p>[When you select this archetype at 3rd level, you gain proficiency in
|
|||
|
|
Deception and Persuasion. If you are already proficient in either skill,
|
|||
|
|
you instead gain an expertise die. In addition, you gain additional
|
|||
|
|
specialties equal to your proficiency bonus, and you gain another
|
|||
|
|
specialty whenever your proficiency bonus increases. These bonus
|
|||
|
|
specialties must be in Deception or Persuasion.]</p>
|
|||
|
|
<h3>Rapid Response</h3>
|
|||
|
|
<p>[Also starting at 3rd level, when initiative is rolled and you are not
|
|||
|
|
surprised, you can choose to cast a spell with a vocalized component and
|
|||
|
|
casting time of 1 action. If you do so, the effects of the spell occur
|
|||
|
|
at the start of the first creature's turn, and on your first turn you do
|
|||
|
|
not receive an action.]</p>
|
|||
|
|
<h3>Honeyed Words</h3>
|
|||
|
|
<p>[Starting at 6th level, when you cast a bard spell, you can replace any
|
|||
|
|
vocalized components with speech and any seen components with gestures.
|
|||
|
|
Any observers with a passive Insight score equal to or less than your
|
|||
|
|
passive Deception or Perception score do not see or hear you cast the
|
|||
|
|
spell. If you make a Deception, Intimidation, or Persuasion check as
|
|||
|
|
part of your speech or gestures, the effects of the spell occur before
|
|||
|
|
the check is made.]</p>
|
|||
|
|
<p>[You can use this feature a number of times equal to your proficiency
|
|||
|
|
bonus per long rest.]</p>
|
|||
|
|
<h3>Kill Me Last</h3>
|
|||
|
|
<p>[At 14th level, when a creature you can see targets you with an attack
|
|||
|
|
or spell, you can use your reaction to focus its attention on a creature
|
|||
|
|
you choose within its reach or within range of it. It makes a Charisma
|
|||
|
|
saving throw and on a failure, it instead targets the chosen creature
|
|||
|
|
with its attack or spell (gaining advantage if the chosen creature is an
|
|||
|
|
ally).]</p>
|
|||
|
|
<p>[You can use this feature a number of times equal to your proficiency
|
|||
|
|
bonus per long rest.]</p>
|
|||
|
|
<h2>Warchanter</h2>
|
|||
|
|
<h3>Bonus Proficiency and Specialties</h3>
|
|||
|
|
<p>[When you select this archetype at 3rd level, you gain proficiency in
|
|||
|
|
History. If you are already proficient in History, you instead gain an
|
|||
|
|
expertise die in that skill. In addition, you gain additional
|
|||
|
|
specialties in History equal to your proficiency bonus, and you gain
|
|||
|
|
another specialty whenever your proficiency bonus increases.]</p>
|
|||
|
|
<p>[In addition, you gain proficiency with medium armor, shields, and
|
|||
|
|
martial weapons.]</p>
|
|||
|
|
<h3>Victorious Hymn</h3>
|
|||
|
|
<p>[Also at 3rd level, you learn an additional battle hymn chosen from the
|
|||
|
|
Battle Hymns table. When choosing this battle hymn, double your bard
|
|||
|
|
level for the purposes of meeting the hymn's prerequisites. This battle
|
|||
|
|
hymn does not count against your number of battle hymns known. When you
|
|||
|
|
reach 8th level, you can trade one of the battle hymns you know for a
|
|||
|
|
new Victorious Hymn.]</p>
|
|||
|
|
<h3>Second Chorus</h3>
|
|||
|
|
<p>[Starting at 6th level, when you see a spell cast on an ally within 30
|
|||
|
|
feet, you can use your reaction and expend a use of Bardic Inspiration.
|
|||
|
|
If the spell is 3rd level or lower, targets only that ally, and you are
|
|||
|
|
also within the spell's range, you are also targeted by the spell.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[When you reach 14th level in this class, you can expend two uses of
|
|||
|
|
Bardic Inspiration to target a different ally instead of you.]</p>
|
|||
|
|
<h3>Slaying Momentum</h3>
|
|||
|
|
<p>[At 14th level, when an ally under the effects of one of your battle
|
|||
|
|
hymns reduces a creature to 0 hit points, they regain hit points equal
|
|||
|
|
to your Bardic Inspiration die + your Charisma modifier.]</p>
|
|||
|
|
<h1>Bard Spell List</h1>
|
|||
|
|
<p>As a bard you can choose from the following spells.</p>
|
|||
|
|
<h2>Cantrips</h2>
|
|||
|
|
<p>Altered Strike[ (tra): Briefly transform your weapon or fist into
|
|||
|
|
another material and strike with it.]</p>
|
|||
|
|
<p>Circular Breathing[ (tra): Breathe and sing underwater, and
|
|||
|
|
regulate your breath to avoid harmful gases.]</p>
|
|||
|
|
<p>Dancing Lights[ (evo): Create up to four floating, magical
|
|||
|
|
lights.]</p>
|
|||
|
|
<p>Friends [(enc): Gain an expertise die on a Charisma check.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Light (evo): Enchant one object to emit light.</p>
|
|||
|
|
<p>Mending (tra): Perform simple repairs on an object.</p>
|
|||
|
|
<p>Message [(tra): Send short messages to other creatures.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Minor Illusion [(ill): Create a small, limited illusion.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Prestidigitation [(tra): Perform various minor magical
|
|||
|
|
tricks.]</p>
|
|||
|
|
<p>True Strike [(div): Gain advantage on attacks against a single
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Vicious Mockery [(enc): Make an insult that delivers psychic
|
|||
|
|
damage and gives disadvantage on a creature's next attack roll.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h2>1st-Level</h2>
|
|||
|
|
<p>Air Wave [(cjr): Cut through the air with a melee weapon to
|
|||
|
|
damage a creature within 30 feet.]</p>
|
|||
|
|
<p>Animal Friendship (enc): Befriend an animal.</p>
|
|||
|
|
<p>Arcane Riposte [(evo): Respond to a melee attack with a damaging
|
|||
|
|
blast of elemental magic.]</p>
|
|||
|
|
<p>Bane [(enc): Cause enemies to be distracted from their
|
|||
|
|
attacks.]</p>
|
|||
|
|
<p>Charm Person [(enc): Force a humanoid to view you as a trusted
|
|||
|
|
friend for a short time.]</p>
|
|||
|
|
<p>Comprehend Languages [(div): Use magic to better interpret
|
|||
|
|
languages you don't understand.]</p>
|
|||
|
|
<p>Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
|||
|
|
spellcasting ability modifier.]</p>
|
|||
|
|
<p>Detect Magic [(div): Sense the presence and school of magical
|
|||
|
|
auras.]</p>
|
|||
|
|
<p>Disguise Self [(ill): Create an illusion that makes you appear
|
|||
|
|
like another humanoid.]</p>
|
|||
|
|
<p>Dramatic Sting [(enc): Frighten a creature by echoing its
|
|||
|
|
movements with ominous music and terrifying sound effects.]</p>
|
|||
|
|
<p>Faerie Fire [(evo): Highlight creatures with magical
|
|||
|
|
radiance.]</p>
|
|||
|
|
<p>Feather Fall [(tra): Reduce or eliminate damage from
|
|||
|
|
falling.]</p>
|
|||
|
|
<p>Harmonic Resonance [(abj): Harmonize with the rhythm of those
|
|||
|
|
around you to better help allies.]</p>
|
|||
|
|
<p>Healing Word [(evo): Restore a small number of hit points to a
|
|||
|
|
creature at range with only a word.]</p>
|
|||
|
|
<p>Heroism [(enc): Imbue a creature with bravery and vigor.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Hideous Laughter [(enc): Cripple a creature with humor.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Identify [(div): Divine the nature of an enchanted item.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Illusory Script (ill): Hide a message with illusions.</p>
|
|||
|
|
<p>Phantasmal Talons [(enc): Sprout invisible talons of pure will
|
|||
|
|
from your fingers.]</p>
|
|||
|
|
<p>Silent Image [(ill): Create an illusion that can move but has no
|
|||
|
|
other sensory details.]</p>
|
|||
|
|
<p>Sleep [(enc): Cause enemies to fall into a magical slumber.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Speak with Animals [(div): Gain the ability to talk with
|
|||
|
|
animals.]</p>
|
|||
|
|
<p>Thunderwave [(evo): Unleash a wave of thunderous force that
|
|||
|
|
damages creatures and pushes them back.]</p>
|
|||
|
|
<p>Traveler's Ward [(abj): Protect a creature from pickpockets.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Unseen Servant [(cjr): Use an invisible, mindless, shapeless
|
|||
|
|
force to perform simple tasks.]</p>
|
|||
|
|
<h2>2nd-Level</h2>
|
|||
|
|
<p>Animal Messenger [(enc): Use a Tiny creature as a magical
|
|||
|
|
messenger.]</p>
|
|||
|
|
<p>Blindness/Deafness[ (nec): Strike a creature blind or deaf.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Calm Emotions [(enc): Suppress strong and harmful emotions,
|
|||
|
|
negating effects or sapping aggression.]</p>
|
|||
|
|
<p>Detect Thoughts [(div): Read the minds of nearby thinking
|
|||
|
|
creatures.]</p>
|
|||
|
|
<p>Enhance Ability [(tra): Increase the effectiveness of one ability
|
|||
|
|
score for a creature.]</p>
|
|||
|
|
<p>Enthrall (enc): Monopolize a creature's attention.</p>
|
|||
|
|
<p>Flex [(ill): Bestow a glamor upon a creature that highlights its
|
|||
|
|
physique to show a stunning idealized form.]</p>
|
|||
|
|
<p>Heat Metal [(tra): Make a metallic object too hot to touch.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Hold Person (enc): Paralyze a humanoid.</p>
|
|||
|
|
<p>Invisibility [(ill): Render a creature invisible so long as it
|
|||
|
|
does not attack or cast spells.]</p>
|
|||
|
|
<p>Knock (tra): Open a locked object.</p>
|
|||
|
|
<p>Lesser Restoration [(abj): Remove one affliction from a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Locate Animals or Plants [(div): Gain knowledge about the
|
|||
|
|
location of flora and fauna.]</p>
|
|||
|
|
<p>Locate Object [(div): Know the whereabouts of a specific, nearby
|
|||
|
|
object.]</p>
|
|||
|
|
<p>Magic Mouth [(ill): Enchant an object to repeat a message in
|
|||
|
|
certain circumstances.]</p>
|
|||
|
|
<p>Shatter[ (evo): Create a painful ringing sound that damages all
|
|||
|
|
creatures and objects in an area.]</p>
|
|||
|
|
<p>Shattering Barrage[ (evo): Hurl orbs of jagged broken glass at up
|
|||
|
|
to three creatures.]</p>
|
|||
|
|
<p>Silence (ill): Create a bubble of magical silence.</p>
|
|||
|
|
<p>Suggestion [(enc): Magically influence a creature, compelling it
|
|||
|
|
to follow a simple suggestion.]</p>
|
|||
|
|
<p>Zone of Truth[ (enc): Create a zone that minimizes spoken
|
|||
|
|
deceptions.]</p>
|
|||
|
|
<h2>3rd-Level</h2>
|
|||
|
|
<p>Aspect of the Moon [(tra): Adopt a number of traits similar to a
|
|||
|
|
werewolf.]</p>
|
|||
|
|
<p>Battlecry Ballad [(abj): Transform your bardic inspiration into a
|
|||
|
|
rallying cry that enhances the attacks of your allies.]</p>
|
|||
|
|
<p>Bestow Curse [(nec): Lay a curse upon a creature, giving it
|
|||
|
|
potentially long-lasting penalties.]</p>
|
|||
|
|
<p>Clairvoyance [(div): Create a sensor at a distance, allowing you
|
|||
|
|
to see or hear through it.]</p>
|
|||
|
|
<p>Dispel Magic (abj): End ongoing magical effects.</p>
|
|||
|
|
<p>Fear (ill): Frighten creatures in a cone-shaped area.</p>
|
|||
|
|
<p>Glyph of Warding[ (abj): Create a magical trap, storing a spell
|
|||
|
|
or burst of harmful energy within a rune.]</p>
|
|||
|
|
<p>Hypnotic Pattern [(ill): Create a beguiling pattern in the air
|
|||
|
|
that charms and incapacitates its viewers.]</p>
|
|||
|
|
<p>Nondetection [(abj): Hide a person, place, or thing from
|
|||
|
|
divination magic for 8 hours.]</p>
|
|||
|
|
<p>Plant Growth [(tra): Use magic to increase the yield of plants or
|
|||
|
|
create difficult terrain.]</p>
|
|||
|
|
<p>Sending [(evo): Send a short message to another creature, no
|
|||
|
|
matter their location.]</p>
|
|||
|
|
<p>Speak with Dead [(nec): Call forth memories from a corpse,
|
|||
|
|
compelling it to answer questions.]</p>
|
|||
|
|
<p>Speak with Plants [(tra): Awaken nearby plants, bestowing
|
|||
|
|
intelligence and animation.]</p>
|
|||
|
|
<p>Stinking Cloud [(cjr): Make a thick, noxious cloud that leaves
|
|||
|
|
foes retching and unable to act.]</p>
|
|||
|
|
<p>Tiny Hut [(evo): Create an immobile dome of protective force that
|
|||
|
|
shelters the party.]</p>
|
|||
|
|
<p>Tongues [(div): Understand any heard language and be understood
|
|||
|
|
by others you speak to.]</p>
|
|||
|
|
<h2>4th-Level</h2>
|
|||
|
|
<p>Accelerando [(tra): Play a jaunty tune that instills swiftness
|
|||
|
|
into up to six creatures.]</p>
|
|||
|
|
<p>Charm Monster [(enc): Make a creature view you as a trusted
|
|||
|
|
friend.]</p>
|
|||
|
|
<p>Confusion [(enc): Strike confusion into the minds of your
|
|||
|
|
enemies, making them act randomly.]</p>
|
|||
|
|
<p>Dimension Door [(cjr): Teleport yourself and one willing creature
|
|||
|
|
great distances.]</p>
|
|||
|
|
<p>Freedom of Movement [(abj): Free a creature from most constraints
|
|||
|
|
on its movement.]</p>
|
|||
|
|
<p>Greater Invisibility [(ill): Turn a creature invisible even while
|
|||
|
|
it takes hostile actions.]</p>
|
|||
|
|
<p>Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
|||
|
|
illusion that transforms it.]</p>
|
|||
|
|
<p>Locate Creature [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby creature.]</p>
|
|||
|
|
<p>Polymorph [(tra): Temporarily transform a creature into another
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Tearful Sonnet [(enc): Quietly play a tragic tune that fills
|
|||
|
|
those around you with magical sorrow.]</p>
|
|||
|
|
<h2>5th-Level</h2>
|
|||
|
|
<p>Animate Objects [(tra): Create constructs to smite foes.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Awaken [(tra): Impart sentience to a creature or plant.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Dominate Person [(enc): Take over the mind of a humanoid.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Dream [(ill): Invade a creature's dreams to communicate with and
|
|||
|
|
possibly terrorize it.]</p>
|
|||
|
|
<p>Geas [(enc): Give a creature a command with an extremely long
|
|||
|
|
duration.]</p>
|
|||
|
|
<p>Greater Restoration [(abj): Restore a creature and remove a
|
|||
|
|
powerful debilitating effect.]</p>
|
|||
|
|
<p>Hold Monster (enc): Paralyze a creature.</p>
|
|||
|
|
<p>Legend Lore [(div): Magically obtain knowledge about a creature
|
|||
|
|
or topic.]</p>
|
|||
|
|
<p>Mass Cure Wounds [(evo): Heal several allies a moderate
|
|||
|
|
amount.]</p>
|
|||
|
|
<p>Mislead [(ill): Confuse those around you by replacing yourself
|
|||
|
|
with a duplicate.]</p>
|
|||
|
|
<p>Modify Memory (enc): Alter a creature's memory.</p>
|
|||
|
|
<p>Planar Binding [(abj): Force a creature from another plane of
|
|||
|
|
existence to become your servant.]</p>
|
|||
|
|
<p>Raise Dead [(nec): Return a recently-dead creature to life.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Scrying [(div): Observe a creature on the same plane of existence
|
|||
|
|
as you.]</p>
|
|||
|
|
<p>Seeming [(ill): Craft an illusory appearance for as many
|
|||
|
|
creatures as you choose.]</p>
|
|||
|
|
<p>Teleportation Circle [(cjr): Draw a circle and open a shimmering
|
|||
|
|
portal to another location.]</p>
|
|||
|
|
<p>Warrior's Instincts [(div): Sharpen your senses to anticipate
|
|||
|
|
incoming attacks and find weaknesses in the defenses of your foes.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h2>6th-Level</h2>
|
|||
|
|
<p>Find the Path [(div): Know the way to a location of your
|
|||
|
|
choice.]</p>
|
|||
|
|
<p>Guards and Wards [(abj): Ward an area, making it difficult to
|
|||
|
|
traverse for those that you do not permit.]</p>
|
|||
|
|
<p>Irresistible Dance [(enc): Cripple a creature with the urge to
|
|||
|
|
dance.]</p>
|
|||
|
|
<p>Mass Suggestion [(enc): Convince up to 12 creatures to carry out
|
|||
|
|
a simple instruction.]</p>
|
|||
|
|
<p>Programmed Illusion [(ill): Set an illusion that triggers once a
|
|||
|
|
specified condition is met.]</p>
|
|||
|
|
<p>True Seeing [(div): Grant truesight to one creature, allowing it
|
|||
|
|
to notice secret doors hidden by magic and see into the Ethereal
|
|||
|
|
Plane.]</p>
|
|||
|
|
<h2>7th-Level</h2>
|
|||
|
|
<p>Arcane Sword [(evo): Create a deadly sword-shaped force that
|
|||
|
|
attacks at your command.]</p>
|
|||
|
|
<p>Etherealness [(tra): Enter the border of the Ethereal Plane.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Forcecage [(evo): Creatures in the area are trapped in an
|
|||
|
|
invisible cube of force.]</p>
|
|||
|
|
<p>Magnificent Mansion [(cjr): Create a magnificent extradimensional
|
|||
|
|
dwelling.]</p>
|
|||
|
|
<p>Project Image [(ill): Create an illusionary duplicate you can
|
|||
|
|
sense through.]</p>
|
|||
|
|
<p>Regenerate [(tra): Cause a creature to heal itself over time and
|
|||
|
|
can regrow lost limbs.]</p>
|
|||
|
|
<p>Resurrection [(nec): Return a long-dead creature to life.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Symbol [(abj): Inscribe a potent arcane glyph, setting a magical
|
|||
|
|
trap for unsuspecting creatures.]</p>
|
|||
|
|
<p>Teleport [(cjr): Teleport one or more creatures instantly across
|
|||
|
|
vast distances.]</p>
|
|||
|
|
<h2>8th-Level</h2>
|
|||
|
|
<p>Dominate Monster [(enc): Take over the mind of a creature.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Feeblemind (enc): Crush a creature's mind.</p>
|
|||
|
|
<p>Glibness [(tra): Gain a bonus to Charisma checks and lie even
|
|||
|
|
under magical detection.]</p>
|
|||
|
|
<p>Mind Blank [(abj): Prevent a creature's mind from being
|
|||
|
|
read.]</p>
|
|||
|
|
<p>Power Word Stun [(enc): Stun a creature with a single word.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h2>9th-Level</h2>
|
|||
|
|
<p>Foresight [(div): Grant preternatural awareness to a creature
|
|||
|
|
that makes it immune to being surprised and grants it advantage on
|
|||
|
|
checks.]</p>
|
|||
|
|
<p>Power Word Kill [(enc): Slay a creature with a single word.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>True Polymorph [(tra): Change a creature into another creature or
|
|||
|
|
object, or an object into a creature.]</p>
|
|||
|
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<hr />
|
|||
|
|
<h1></h1>
|
|||
|
|
<h1>Berserker</h1>
|
|||
|
|
<p>TABLE: BERSERKER</p>
|
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|
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<p>+--------+--------+--------+--------+--------+--------+--------+--------+
|
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|
|
| [ | [PROF. | [FEA | [ | [RAGE | [T | [MAN | [MA |
|
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|
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| LEVEL] | BONUS] | TURES] | RAGES] | HIT | ALENTS | EUVERS | NEUVER |
|
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|
|
| {.c132 | {.c132 | {.c132 | {.c132 | P | KNOWN] | KNOWN] | D |
|
|||
|
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| .c25} | .c25} | .c25} | .c25} | OINTS] | {.c132 | {.c132 | EGREE] |
|
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|
|
| | | | | | .c25} | {.c132 |
|
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|
|
| | | | | .c25} | | | .c25} |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [1st | [+2 | [ | [2 | [+2 | [1 | [--- | [--- |
|
|||
|
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| ]{.c13 | ]{.c13 | Battle | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | De | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | fense, | | | | | |
|
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|
|
| | | Dev | | | | | |
|
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|
| | | eloped | | | | | |
|
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|
| | | Ta | | | | | |
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|
| | | lents, | | | | | |
|
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| | | Rage | | | | | |
|
|||
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|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [2nd | [+2 | [ | [2 | [+2 | [1 | [2 | [1st |
|
|||
|
|
| ]{.c13 | ]{.c13 | Combat | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Mane | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | uvers, | | | | | |
|
|||
|
|
| | | Honed | | | | | |
|
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| | | S | | | | | |
|
|||
|
|
| | | enses, | | | | | |
|
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|
| | | F | | | | | |
|
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|
|
| | | urious | | | | | |
|
|||
|
|
| | | Cr | | | | | |
|
|||
|
|
| | | itical | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [3rd | [+2 | [Ver | [3 | [+2 | [2 | [3 | [1st |
|
|||
|
|
| ]{.c13 | ]{.c13 | satile | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Explor | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | ation, | | | | | |
|
|||
|
|
| | | W | | | | | |
|
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|
|
| | | arrior | | | | | |
|
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|
|
| | | Born, | | | | | |
|
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|
|
| | | Way of | | | | | |
|
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|
|
| | | Wrath | | | | | |
|
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|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [4th | [+2 | [A | [3 | [+2 | [2 | [3 | [1st |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Improv | | | | | |
|
|||
|
|
| | | ement, | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [F | | | | | |
|
|||
|
|
| | | urious | | | | | |
|
|||
|
|
| | | Cr | | | | | |
|
|||
|
|
| | | itical | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [5th | [+3 | [Cr | [3 | [+2 | [2 | [4 | [2nd |
|
|||
|
|
| ]{.c13 | ]{.c13 | ushing | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Blows, | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Extra | | | | | |
|
|||
|
|
| | | Attack | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [6th | [+3 | [F | [4 | [+2 | [3 | [4 | [2nd |
|
|||
|
|
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Cri | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | tical, | | | | | |
|
|||
|
|
| | | M | | | | | |
|
|||
|
|
| | | artial | | | | | |
|
|||
|
|
| | | Pre | | | | | |
|
|||
|
|
| | | sence, | | | | | |
|
|||
|
|
| | | Way | | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | eature | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [7th | [+3 | [Ad | [4 | [+2 | [3 | [5 | [2nd |
|
|||
|
|
| ]{.c13 | ]{.c13 | vanced | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Battle | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | D | | | | | |
|
|||
|
|
| | | efense | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [8th | [+3 | [A | [4 | [+2 | [4 | [5 | [2nd |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Improv | | | | | |
|
|||
|
|
| | | ement, | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [F | | | | | |
|
|||
|
|
| | | urious | | | | | |
|
|||
|
|
| | | Cr | | | | | |
|
|||
|
|
| | | itical | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [9th | [+4 | [ | [4 | [+3 | [4 | [6 | [3rd |
|
|||
|
|
| ]{.c13 | ]{.c13 | Battle | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Moxie | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [10th | [+4 | [F | [4 | [+3 | [5 | [6 | [3rd |
|
|||
|
|
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Cri | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | tical, | | | | | |
|
|||
|
|
| | | Way | | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | eature | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [11th | [+4 | [ | [4 | [+3 | [5 | [7 | [3rd |
|
|||
|
|
| ]{.c13 | ]{.c13 | School | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | of the | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Open | | | | | |
|
|||
|
|
| | | Road | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [12th | [+4 | [A | [5 | [+3 | [5 | [7 | [4th |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Improv | | | | | |
|
|||
|
|
| | | ement, | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [Cr | | | | | |
|
|||
|
|
| | | ushing | | | | | |
|
|||
|
|
| | | Blows, | | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | urious | | | | | |
|
|||
|
|
| | | Cr | | | | | |
|
|||
|
|
| | | itical | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [13th | [+ | [N | [5 | [+3 | [6 | [8 | [4th |
|
|||
|
|
| ]{.c13 | 5]{.c7 | otable | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c13} | Repu | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | tation | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [14th | [+5 | [F | [5 | [+3 | [6 | [8 | [4th |
|
|||
|
|
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Cri | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | tical, | | | | | |
|
|||
|
|
| | | Way | | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | eature | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [15th | [+5 | [P | [5 | [+3 | [7 | [9 | [4th |
|
|||
|
|
| ]{.c13 | ]{.c13 | rickly | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Mind | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [16th | [+5 | [A | [6 | [+4 | [7 | [9 | [4th |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Improv | | | | | |
|
|||
|
|
| | | ement, | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [F | | | | | |
|
|||
|
|
| | | urious | | | | | |
|
|||
|
|
| | | Cr | | | | | |
|
|||
|
|
| | | itical | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [17th | [+6 | [Cr | [6 | [+4 | [7 | [10 | [5th |
|
|||
|
|
| ]{.c13 | ]{.c13 | ushing | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Blows, | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Re | | | | | |
|
|||
|
|
| | | liable | | | | | |
|
|||
|
|
| | | Might | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [18th | [+6 | [F | [6 | [+4 | [8 | [10 | [5th |
|
|||
|
|
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Cr | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | itical | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [19th | [+6 | [A | [6 | [+4 | [8 | [11 | [5th |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Impro | | | | | |
|
|||
|
|
| | | vement | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [20th | [+6 | [P | [Unl | [+5 | [9 | [11 | [5th |
|
|||
|
|
| ]{.c13 | ]{.c13 | aragon | imited | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | of | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Rage | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+</p>
|
|||
|
|
<h2></h2>
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d12 per berserker level</p>
|
|||
|
|
<p>Hit Points at 1st Level:[ 12 + your Constitution modifier]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Hit Points at Higher Levels:[ 1d12 (or 7) + your Constitution
|
|||
|
|
modifier per berserker level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: Light armor, medium armor, shields</p>
|
|||
|
|
<p>Weapons: Simple weapons, martial weapons</p>
|
|||
|
|
<p>Tools: None</p>
|
|||
|
|
<p>Saving Throws: Strength, Constitution</p>
|
|||
|
|
<p>Skills:[ Choose four from Animal Handling, Athletics,
|
|||
|
|
Intimidation, Nature, Perception, Stealth, and Survival]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 120 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Rugged Explorer's Set (Cost 118 gp):[ Greatsword, 4
|
|||
|
|
javelins, spear, hide, medium shield, climbing gear, explorer's
|
|||
|
|
pack]</li>
|
|||
|
|
<li>Tracker's Set (Cost 117 gold): [Greataxe, shortbow and
|
|||
|
|
quiver with 20 arrows, chain shirt, explorer's pack]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Battle Defense</h2>
|
|||
|
|
<p>Starting at 1st level, choose one of the following options.</p>
|
|||
|
|
<h3>Juggernaut</h3>
|
|||
|
|
<p>[You gain proficiency with heavy armor. In addition, your speed is not
|
|||
|
|
reduced by wearing heavy armor, you can still benefit from raging while
|
|||
|
|
wearing heavy armor, and the weight of any armor you wear doesn't count
|
|||
|
|
against your carrying capacity.]</p>
|
|||
|
|
<h3>Rugged Defense</h3>
|
|||
|
|
<p>[While you aren't wearing armor or your only armor is a shield, your
|
|||
|
|
Armor Class equals 10 + your Dexterity modifier + your Constitution
|
|||
|
|
modifier.]</p>
|
|||
|
|
<p>[In addition, your speed increases by 5 feet while you aren't wearing
|
|||
|
|
heavy armor. At 5th level, your speed increases an additional 5
|
|||
|
|
feet.]</p>
|
|||
|
|
<h2>Developed Talents</h2>
|
|||
|
|
<p>[At 1st level you gain a developed talent of your choice. Your developed
|
|||
|
|
talents are detailed at the end of the class description. The Talents
|
|||
|
|
Known column of the Berserker table shows when you learn more developed
|
|||
|
|
talents.]</p>
|
|||
|
|
<h2>Rage</h2>
|
|||
|
|
<p>[Starting at 1st level, on your turn you can use a bonus action to enter
|
|||
|
|
a rage.]</p>
|
|||
|
|
<p>[For as long as you remain in your rage and provided you aren't wearing
|
|||
|
|
heavy armor, you gain the following benefits and restrictions:]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>You have advantage on Strength checks and saving throws.</li>
|
|||
|
|
<li>[While you remain in your rage, at the start of your turn you gain a
|
|||
|
|
number of rage hit points, which increase as you gain levels as a
|
|||
|
|
berserker, as shown in the Rage Hit Points column of the Berserker
|
|||
|
|
table. Whenever you take damage, you reduce your rage hit points
|
|||
|
|
first, then your regular hit points. Rage hit points stack each
|
|||
|
|
round until your rage ends, at which point they disappear. The
|
|||
|
|
maximum number of rage hit points you can have at one time is equal
|
|||
|
|
to 5 × your berserker level.]</li>
|
|||
|
|
<li>[You gain resistance to bludgeoning, piercing, and slashing
|
|||
|
|
damage.]</li>
|
|||
|
|
<li>You can't cast or concentrate on spells.</li>
|
|||
|
|
<li>You gain no benefit from temporary hit points.</li>
|
|||
|
|
<li>You can't choose to use the Fall Back reaction. </li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[Your rage lasts for 1 minute. It ends early if you fall unconscious or
|
|||
|
|
if you end your rage on your turn as a bonus action.]</p>
|
|||
|
|
<p>[You can use this feature a number of times shown on the Rages column of
|
|||
|
|
the Berserker table per long rest.]</p>
|
|||
|
|
<h2>Combat Maneuvers</h2>
|
|||
|
|
<p>[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
|||
|
|
proficiency in two combat traditions from the following list: Adamant
|
|||
|
|
Mountain, Mirror's Glint, Rapid Current, Tempered Iron, Tooth and Claw.
|
|||
|
|
You learn two maneuvers of your choice from traditions you are
|
|||
|
|
proficient with.]</p>
|
|||
|
|
<p>[You gain an exertion pool equal to twice your proficiency bonus, and
|
|||
|
|
you regain any spent exertion when you finish a rest. You use your
|
|||
|
|
maneuvers by spending points from your exertion pool. The Maneuvers
|
|||
|
|
Known column of the Berserker table shows when you learn more maneuvers
|
|||
|
|
from a tradition you are proficient with, while the Maneuver Degree
|
|||
|
|
column shows the highest-degree maneuver you can select at a given
|
|||
|
|
level.]</p>
|
|||
|
|
<p>[Additionally, whenever you learn a new maneuver, you can choose one of
|
|||
|
|
the maneuvers you know and replace it with another maneuver of the same
|
|||
|
|
degree from a tradition you are proficient with.]</p>
|
|||
|
|
<h2>Honed Senses</h2>
|
|||
|
|
<p>[At 2nd level, while you aren't blinded, deafened, or incapacitated, you
|
|||
|
|
have advantage on Dexterity saving throws against effects that you can
|
|||
|
|
see.]</p>
|
|||
|
|
<h2>Furious Critical</h2>
|
|||
|
|
<p>[Also at 2nd level, choose one Furious Critical. At 4th level and every
|
|||
|
|
even berserker level after, you learn an additional Furious
|
|||
|
|
Critical.]</p>
|
|||
|
|
<p>[Unless otherwise noted, the DC to resist your Furious Critical effects
|
|||
|
|
is equal to 8 + your proficiency bonus + your Constitution modifier. The
|
|||
|
|
attack must use a melee weapon that has the heavy, two-handed, or
|
|||
|
|
versatile property. You can take each Furious Critical only once, and
|
|||
|
|
you can only use one Furious Critical per critical hit, unless otherwise
|
|||
|
|
noted.]</p>
|
|||
|
|
<h3>Blinding Maneuver</h3>
|
|||
|
|
<p>[When you critically hit, the target is blinded for a number of rounds
|
|||
|
|
equal to your proficiency bonus.]</p>
|
|||
|
|
<h3>Dazzling Prowess</h3>
|
|||
|
|
<p>Prerequisite: 6th level</p>
|
|||
|
|
<p>[When you critically hit, the target makes a Wisdom saving throw or is
|
|||
|
|
stunned until the end of your next turn.]</p>
|
|||
|
|
<h3>Deafening Blow</h3>
|
|||
|
|
<p>[When you critically hit, the target is deafened for a number of rounds
|
|||
|
|
equal to half your proficiency bonus (rounded down). If the target tries
|
|||
|
|
to cast a spell while deafened in this way, it must make a Constitution
|
|||
|
|
saving throw in order to do so. The DC of the save equals 10 or half the
|
|||
|
|
damage the creature took from the attack that inflicted the condition,
|
|||
|
|
whichever is higher.]</p>
|
|||
|
|
<h3>Disorienting Strike</h3>
|
|||
|
|
<p>[When you critically hit, the target treats all creatures as though they
|
|||
|
|
have half cover (+2 to AC, Dexterity saving throws, and ability checks
|
|||
|
|
made to hide). This effect lasts for a number of rounds equal to your
|
|||
|
|
proficiency bonus and does not stack with subsequent critical hits.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Elemental Wrath</h3>
|
|||
|
|
<p>[When you critically hit, the weapon that dealt the blow becomes charged
|
|||
|
|
with acid, cold, fire, or lightning, chosen when you take this Furious
|
|||
|
|
Critical. For a number of rounds equal to your proficiency bonus, the
|
|||
|
|
weapon deals an additional 1d6 damage of the chosen type. This extra
|
|||
|
|
damage does not stack with subsequent critical hits.]</p>
|
|||
|
|
<p>[The weapon now deals an additional 1d6 damage of the chosen type. This
|
|||
|
|
effect lasts for a number of rounds equal to your proficiency bonus and
|
|||
|
|
does not stack with successive critical hits.]</p>
|
|||
|
|
<p>[This Furious Critical can be taken multiple times as you gain berserker
|
|||
|
|
levels, increasing the damage each time; 2d6 at 10th level, 3d6 at 16th
|
|||
|
|
level, and 4d6 at 20th level.]</p>
|
|||
|
|
<p>[Whenever you gain a berserker level, you can change the damage
|
|||
|
|
type.]</p>
|
|||
|
|
<h3>Furious Momentum</h3>
|
|||
|
|
<p>[When you critically hit, the next melee weapon attack you make before
|
|||
|
|
the end of your next turn is a critical hit on a roll of 17--20. Once
|
|||
|
|
you have used this feature, you can't do so again until you finish a
|
|||
|
|
rest. Alternatively, you can expend one use of Rage to use this feature.
|
|||
|
|
You can combine the effects of this Furious Critical with any
|
|||
|
|
other.]</p>
|
|||
|
|
<h3>Inspiring Flair</h3>
|
|||
|
|
<p>[When you critically hit, choose a creature that can see you. That
|
|||
|
|
creature gains an expertise die on its next attack roll.]</p>
|
|||
|
|
<h3>Jockeying Blow</h3>
|
|||
|
|
<p>[When you critically hit, you can move up to 30 feet. This movement does
|
|||
|
|
not provoke opportunity attacks from the target of your attack. In
|
|||
|
|
addition, you gain advantage on any ability checks made to jump as part
|
|||
|
|
of this movement. You can combine the effects of this Furious Critical
|
|||
|
|
with any other.]</p>
|
|||
|
|
<h3>Knockdown Strike</h3>
|
|||
|
|
<p>[When you critically hit, the target makes a Strength saving throw or is
|
|||
|
|
knocked prone. You can take this Furious Critical a second time to
|
|||
|
|
combine its effects with Overbearing Hit.]</p>
|
|||
|
|
<h3>Mighty Blow</h3>
|
|||
|
|
<p>Prerequisite: 6th level</p>
|
|||
|
|
<p>[When you critically hit with a melee weapon attack, roll one additional
|
|||
|
|
weapon damage die and add the result to your damage roll.][ You
|
|||
|
|
can take this Furious Critical again at 13th level and 17th level.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Overbearing Hit</h3>
|
|||
|
|
<p>[When you critically hit, you can push the target up to 15 feet directly
|
|||
|
|
away from you. You can take this Furious Critical a second time to
|
|||
|
|
increase the distance to 30 feet.]</p>
|
|||
|
|
<h3>Pinning Strike</h3>
|
|||
|
|
<p>[When you critically hit, the target is grappled (escape DC equal to
|
|||
|
|
your Furious Critical DC).]</p>
|
|||
|
|
<h3>Relentless Attack</h3>
|
|||
|
|
<p>[When you critically hit, you can immediately make an additional melee
|
|||
|
|
weapon attack without using an action or reaction to do so. If this
|
|||
|
|
subsequent attack is also a critical hit, you can activate this feature
|
|||
|
|
again, up to a number of times equal to half your proficiency bonus
|
|||
|
|
(rounded down). You can't combine the effects of another Furious
|
|||
|
|
Critical during these additional attacks.]</p>
|
|||
|
|
<h3>Terrifying Force</h3>
|
|||
|
|
<p>[When you critically hit, each creature you choose within 60 feet that
|
|||
|
|
can see you makes a Wisdom saving throw or is frightened of you for a
|
|||
|
|
number of rounds equal to half your proficiency bonus (rounded down).
|
|||
|
|
You can combine the effects of this Furious Critical with any
|
|||
|
|
other.]</p>
|
|||
|
|
<h3>Vitalizing Force</h3>
|
|||
|
|
<p>[When you critically hit, your Speed increases by 20 feet for 1 minute
|
|||
|
|
or until you use this Furious Critical again.]</p>
|
|||
|
|
<h2>Versatile Exploration</h2>
|
|||
|
|
<p>[Beginning at 3rd level, whenever you learn a new developed talent, you
|
|||
|
|
can instead choose from fighter soldiering knacks.]</p>
|
|||
|
|
<h2>Warrior Born</h2>
|
|||
|
|
<p>Also at 3rd level, choose one of the following.</p>
|
|||
|
|
<h3>Agitate</h3>
|
|||
|
|
<p>[Make an Intimidation check contested by the Insight check of a creature
|
|||
|
|
you can see and hear within 20 feet. On a success, you subtly press the
|
|||
|
|
creature to act out. What exactly the creature does---back away quickly,
|
|||
|
|
blurt out something compromising, draw a weapon, look towards a
|
|||
|
|
concealed or disguised companion, protectively touch something it is
|
|||
|
|
carrying---is at the Narrator's discretion.]</p>
|
|||
|
|
<p>[Once you have used this feature, you can't do so again until you finish
|
|||
|
|
a rest.]</p>
|
|||
|
|
<h3>Fearsome Reputation</h3>
|
|||
|
|
<p>[Word spreads of your prodigious strength or how terrifying you can be
|
|||
|
|
in battle. Whenever you are in a settlement, at least one commoner
|
|||
|
|
approaches you with a modest gift or bribe and beseeches you to help
|
|||
|
|
settle a feud, move a large obstacle, or otherwise make use of your
|
|||
|
|
impressive might. In addition to their offering, they are eager to tell
|
|||
|
|
you about their home and neighbors.]</p>
|
|||
|
|
<h3>Imposing Prowess</h3>
|
|||
|
|
<p>[When an ally you can see and hear makes a Deception or Persuasion
|
|||
|
|
check, you can use your reaction to support them. Your ally rerolls the
|
|||
|
|
check, gaining an expertise die on the roll.]</p>
|
|||
|
|
<p>[Once you have used this feature, you can't do so again until you finish
|
|||
|
|
a long rest.]</p>
|
|||
|
|
<h2>Way of Wrath</h2>
|
|||
|
|
<p>[At 3rd level, you choose a berserker archetype. Your archetype grants
|
|||
|
|
you features at 3rd, 6th, 10th, and 14th level.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Crushing Blows</h2>
|
|||
|
|
<p>[At 5th level, your melee weapon attacks critically hit on a roll of
|
|||
|
|
19--20. At 12th level, your melee weapon attacks critically hit on a
|
|||
|
|
roll of 18--20. At 17th level, your melee weapon attacks critically hit
|
|||
|
|
on a roll of 17--20.]</p>
|
|||
|
|
<h2>Extra Attack</h2>
|
|||
|
|
<p>[Starting at 5th level, when you take the Attack action on your turn,
|
|||
|
|
you can attack twice instead of once.]</p>
|
|||
|
|
<h2>Martial Presence</h2>
|
|||
|
|
<p>At 6th level, choose one of the following:</p>
|
|||
|
|
<h3>Forceful</h3>
|
|||
|
|
<p>[You can always choose to use Constitution when making a Persuasion
|
|||
|
|
check.]</p>
|
|||
|
|
<p>[In addition, in every settlement you visit, you inspire a number of
|
|||
|
|
followers equal to your proficiency bonus. While you remain in that
|
|||
|
|
settlement, your followers perform minor tasks to help you, feed you and
|
|||
|
|
your allies, carry your belongings to nearby destinations, share their
|
|||
|
|
mount animals, reveal some of their secrets to try to gain your favor,
|
|||
|
|
and ask you for help with a problem before turning to the
|
|||
|
|
authorities.]</p>
|
|||
|
|
<h3>Mighty</h3>
|
|||
|
|
<p>[You can always choose to use Constitution when making an Intimidation
|
|||
|
|
check.]</p>
|
|||
|
|
<p>[In addition, when you enter a tavern or other social gathering, you can
|
|||
|
|
make a DC 15 Intimidation check while loudly declaring that you are
|
|||
|
|
looking for something or someone. On a success, most of the people there
|
|||
|
|
look at or otherwise point out whoever or whatever they believe you are
|
|||
|
|
looking for, or the person most likely to know about what you seek.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Scary</h3>
|
|||
|
|
<p>[You can always choose to use Constitution when making a Deception
|
|||
|
|
check.]</p>
|
|||
|
|
<p>[In addition, when you fail a Deception check opposed by a creature\'s
|
|||
|
|
Insight, that creature makes a Wisdom saving throw against your passive
|
|||
|
|
Deception score. On a failed save, your Deception check becomes a
|
|||
|
|
success.]</p>
|
|||
|
|
<h2>Advanced Battle Defense</h2>
|
|||
|
|
<p>At 7th level, choose one of the following.</p>
|
|||
|
|
<h3>Enhanced Vitality</h3>
|
|||
|
|
<p>[Choose Intelligence, Wisdom, or Charisma. When you use that ability to
|
|||
|
|
make a saving throw against an effect that deals half damage on a
|
|||
|
|
success, you can choose to make a Constitution saving throw
|
|||
|
|
instead.]</p>
|
|||
|
|
<h3>Preternatural Agility</h3>
|
|||
|
|
<p>[When you make a Dexterity saving throw against an effect that deals
|
|||
|
|
half damage on a success, you take no damage on a success and half
|
|||
|
|
damage on a failure.]</p>
|
|||
|
|
<h2>Battle Moxie</h2>
|
|||
|
|
<p>At 9th level, choose one of the following.</p>
|
|||
|
|
<h3>Provoking Attitude</h3>
|
|||
|
|
<p>[You can expend one use of Rage and choose a creature within 60 feet
|
|||
|
|
that can hear or see you. The creature makes a Charisma saving throw
|
|||
|
|
against your Furious Critical DC. On a failed save, it makes or accepts
|
|||
|
|
a challenge. The nature of this challenge is at the Narrator's
|
|||
|
|
discretion but is usually a duel or contested check.]</p>
|
|||
|
|
<h3>Roaring Pause</h3>
|
|||
|
|
<p>[When initiative is rolled and you aren't surprised, you can expend one
|
|||
|
|
use of Rage to make an Intimidation check against a DC equal to 8 +
|
|||
|
|
number of creatures that rolled initiative. On a success, each creature
|
|||
|
|
stops what it is doing and can only make statements and a Deception,
|
|||
|
|
Intimidation, or Persuasion check on its next turn. If you succeed on
|
|||
|
|
the check by 5 or more, initiative is rerolled, and you can choose a
|
|||
|
|
number of creatures equal to your Constitution modifier (minimum one
|
|||
|
|
creature) to gain advantage on their initiative roll.]</p>
|
|||
|
|
<h3>Takes One To Know One</h3>
|
|||
|
|
<p>[When you see a creature, you know if it is proficient with more than
|
|||
|
|
simple weapons or has access to combat maneuvers.]</p>
|
|||
|
|
<h2>School of the Open Road</h2>
|
|||
|
|
<p>At 11th level, choose one of the following.</p>
|
|||
|
|
<h3>Don't Get Fooled Again</h3>
|
|||
|
|
<p>[You can always choose to use Constitution when making an Insight check,
|
|||
|
|
and you gain an expertise die when rolling to detect a falsehood.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[In addition, you are seen as an arbiter of truth by those who have
|
|||
|
|
heard of your reputation, and you may be called in to mediate trials or
|
|||
|
|
question suspected wrong-doers.]</p>
|
|||
|
|
<h3>Storyteller</h3>
|
|||
|
|
<p>[You can always use Constitution when making a History check, and you
|
|||
|
|
gain an expertise die when the subject has something to do with war,
|
|||
|
|
battle, or martial prowess.]</p>
|
|||
|
|
<p>[In addition, your reputation means that people assume that you want to
|
|||
|
|
know the history (or perhaps gossip) of the settlement you're visiting.
|
|||
|
|
Mechanical bonuses are at the Narrator's discretion but could include
|
|||
|
|
gaining an expertise die on Insight checks made to influence a
|
|||
|
|
particular NPC.]</p>
|
|||
|
|
<h3>Trial and Error</h3>
|
|||
|
|
<p>[You can always choose to use Constitution when making a Nature check,
|
|||
|
|
and you gain an expertise die on checks made to identify a plant or
|
|||
|
|
beast.]</p>
|
|||
|
|
<p>[In addition, you are regarded as someone who loves a good survival
|
|||
|
|
story. When you are at a tavern or social gathering, people are likely
|
|||
|
|
to approach you with information about local hazards or wildlife. The
|
|||
|
|
benefits of this insight are at the Narrator's discretion but might
|
|||
|
|
include an expertise die on Survival checks to track a creature,
|
|||
|
|
additional beneficial effects from a medicinal, or advantage on checks
|
|||
|
|
made to recall a beast or plant creature's weakness.]</p>
|
|||
|
|
<h2>Notable Reputation</h2>
|
|||
|
|
<p>At 13th level, choose one of the following.</p>
|
|||
|
|
<h3>Armed Assistance</h3>
|
|||
|
|
<p>[Mercenary groups make a point of making your acquaintance, especially
|
|||
|
|
in larger towns. As part of their hospitality, they feed you and your
|
|||
|
|
companions, provide you a safe place to sleep, and offer to trade
|
|||
|
|
information and word of any jobs your group might be interested in. When
|
|||
|
|
these meetings go particularly well, the mercenaries might offer more
|
|||
|
|
tangible help in the form of scouting the area around a monster's den or
|
|||
|
|
distracting a group of bandits to give you an edge.]</p>
|
|||
|
|
<h3>Noble Curiosity</h3>
|
|||
|
|
<p>[When you enter the holdings of a noble, a liveried servant is likely to
|
|||
|
|
invite you to take part in their employer's hospitality. This
|
|||
|
|
invitation might include lavish feasting, introductions to the rich and
|
|||
|
|
powerful, and offers of assistance such as mounts, the repair of your
|
|||
|
|
armor and weapons, and miscellaneous items worth less than 5 gp.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Token of Gratitude</h3>
|
|||
|
|
<p>[Upon recognizing you, merchants offer up to 15 percent off of the
|
|||
|
|
listed price of a particular item in exchange for a small token of your
|
|||
|
|
favor, such as an autograph.]</p>
|
|||
|
|
<h2>Prickly Mind</h2>
|
|||
|
|
<p>[Starting at 15th level, when you make a saving throw to resist being
|
|||
|
|
charmed, you can use your reaction to deal psychic damage equal to your
|
|||
|
|
proficiency bonus to the creature attempting to charm you. This backlash
|
|||
|
|
does not reveal the creature that tried to charm you.]</p>
|
|||
|
|
<p>In addition, you gain proficiency in Wisdom saving throws.</p>
|
|||
|
|
<h2>Reliable Might</h2>
|
|||
|
|
<p>[At 17th level, when you make a Strength or Constitution check and the
|
|||
|
|
result is less than the corresponding score, you can use that score in
|
|||
|
|
place of the result.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Paragon of Rage</h2>
|
|||
|
|
<p>[At 20th level, your Strength and Constitution scores increase by 4, and
|
|||
|
|
your maximum for those abilities becomes 24.]</p>
|
|||
|
|
<p>In addition, while raging you gain the following benefits:</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[Your size increases by one category (from Small to Medium, or
|
|||
|
|
Medium to Large), to a maximum size of Large. Your size doubles in
|
|||
|
|
all dimensions and your weight increases eightfold.]</li>
|
|||
|
|
<li>You gain twice as many rage hit points as normal.</li>
|
|||
|
|
<li>[Creatures have disadvantage on saving throws made to resist your
|
|||
|
|
basic combat maneuvers.]</li>
|
|||
|
|
<li>You deal double damage to objects.</li>
|
|||
|
|
<li>[Your horizontal jump distance increases by 40 feet, and your
|
|||
|
|
vertical jump distance increases by 20 feet.]</li>
|
|||
|
|
<li>[You gain a 1d8 expertise die on Strength and Constitution ability
|
|||
|
|
checks and saving throws.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h1>Developed Talents</h1>
|
|||
|
|
<p>[When you gain access to a new developed talent, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h3>Agile Sprinter</h3>
|
|||
|
|
<p>[You gain an expertise die on Athletics and Acrobatics checks made to
|
|||
|
|
climb, run, and swing.]</p>
|
|||
|
|
<h3>Flock Step</h3>
|
|||
|
|
<p>[You gain an expertise die on Stealth checks made to hide amongst or
|
|||
|
|
blend in with a group of five or more creatures.]</p>
|
|||
|
|
<h3>Lead the Pack</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[You gain an expertise die on Athletics or Acrobatics checks made to
|
|||
|
|
climb, jump, run, and swim. When your party makes a group Athletics or
|
|||
|
|
Acrobatics check, you can apply the result of your roll to yourself and
|
|||
|
|
one ally. You can choose which ally to apply your result to after
|
|||
|
|
everyone has rolled, but you must do so before the Narrator says whether
|
|||
|
|
you succeed or fail.]</p>
|
|||
|
|
<h3>Mark of the Wilderness</h3>
|
|||
|
|
<p>[You gain an expertise die on Intimidation checks. In addition, you can
|
|||
|
|
always choose to use Strength when rolling an Intimidation or Persuasion
|
|||
|
|
check.]</p>
|
|||
|
|
<h3>Natural Tracker</h3>
|
|||
|
|
<p>[After you spend at least 1 minute observing a creature, you gain an
|
|||
|
|
expertise die on checks made to track that specific creature.]</p>
|
|||
|
|
<h3>Path of Blustery Autumns</h3>
|
|||
|
|
<p>[You gain a 10-foot bonus to your Speed when calculating your Travel
|
|||
|
|
Pace. Additionally, you can choose to ignore difficult terrain outside
|
|||
|
|
of combat.]</p>
|
|||
|
|
<h3>Path of Drowning Springs</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[You gain a swim speed equal to your Speed and can hold your breath for
|
|||
|
|
a number of minutes equal to 1 + twice your Constitution modifier.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[In addition, while swimming you can use a bonus action and spend one
|
|||
|
|
use of Rage to move your swim speed in a straight line.]</p>
|
|||
|
|
<h3>Path of Lean Winters</h3>
|
|||
|
|
<p>[You gain advantage on saving throws made to resist the effects of cold
|
|||
|
|
weather, as though you were wearing cold weather gear but without the
|
|||
|
|
disadvantages in hot weather. Additionally, you can go without Supply
|
|||
|
|
for a number of days equal to 3 + your Constitution modifier (minimum 1)
|
|||
|
|
before suffering a level of fatigue.]</p>
|
|||
|
|
<h3>Path of Scorching Summers</h3>
|
|||
|
|
<p>[You gain advantage on saving throws made to resist the effects of hot
|
|||
|
|
weather, as though you were wearing hot weather gear but without the
|
|||
|
|
disadvantages in cold weather. You also gain advantage on saving throws
|
|||
|
|
made to resist the effects of thirst.]</p>
|
|||
|
|
<h3>Sharpened Senses</h3>
|
|||
|
|
<p>[You gain an expertise die on Investigation, Perception, or Survival
|
|||
|
|
checks made to follow a creature's trail.]</p>
|
|||
|
|
<h1>Berserker Archetypes</h1>
|
|||
|
|
<h2>Dreadnought</h2>
|
|||
|
|
<h3>Leveling Charge</h3>
|
|||
|
|
<p>[Starting at 3rd level, if you hit a creature with an attack after
|
|||
|
|
moving at least 20 feet, you can attempt to knock that creature to the
|
|||
|
|
ground. The target must make a Strength saving throw against your
|
|||
|
|
Furious Critical DC or be knocked prone.]</p>
|
|||
|
|
<p>[At 10th level, you can use a bonus action to attempt to knock down a
|
|||
|
|
creature that is within your reach during your Leveling Charge.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<h3>Standing Firm</h3>
|
|||
|
|
<p>[Also at 3rd level, you gain advantage on ability checks and saving
|
|||
|
|
throws made to avoid being knocked prone. In addition, while you are
|
|||
|
|
wearing heavy armor, when a creature you can see attacks a target other
|
|||
|
|
than you that is within 5 feet of you, you can use your reaction to
|
|||
|
|
impose disadvantage on the attack roll.]</p>
|
|||
|
|
<h3>Ever Onwards</h3>
|
|||
|
|
<p>[Starting at 6th level, while you are raging you ignore all movement
|
|||
|
|
penalties caused by difficult terrain.]</p>
|
|||
|
|
<p>[In addition, while raging you gain advantage on saving throws made to
|
|||
|
|
resist being charmed or frightened.]</p>
|
|||
|
|
<h3>Terrifying Inevitability</h3>
|
|||
|
|
<p>[Beginning at 10th level, you gain an aura that extends 10 feet from you
|
|||
|
|
in every direction, but not through total cover. While raging you can
|
|||
|
|
use a bonus action to choose one creature you can see in your aura and
|
|||
|
|
focus your will on it. If the creature can see or hear you, it must
|
|||
|
|
succeed on a Wisdom saving throw (DC equal to 8 + your proficiency
|
|||
|
|
bonus + your Charisma modifier) or be frightened of you until the end of
|
|||
|
|
your next turn. On subsequent turns, you can use your bonus action to
|
|||
|
|
extend the duration of this effect until the end of your next turn. The
|
|||
|
|
effect ends if the creature ends its turn out of line of sight or more
|
|||
|
|
than 60 feet away from you.]</p>
|
|||
|
|
<p>[A creature that successfully saves is immune to your Terrifying
|
|||
|
|
Inevitability for 24 hours.]</p>
|
|||
|
|
<h3>Rebounding Blow</h3>
|
|||
|
|
<p>[Starting at 14th level, while you are wearing heavy armor and a
|
|||
|
|
creature within 5 feet of you misses you with a weapon attack, you can
|
|||
|
|
use your reaction to turn the miss into a hit. You take half damage from
|
|||
|
|
the attack, and the triggering creature takes an equal amount of
|
|||
|
|
damage.]</p>
|
|||
|
|
<h2>Rager</h2>
|
|||
|
|
<h3>Hard to Kill</h3>
|
|||
|
|
<p>[Starting at 3rd level, when you drop to 0 hit points, you can
|
|||
|
|
immediately make a death saving throw. On a success, you instead gain a
|
|||
|
|
number of hit points equal to your Constitution modifier (minimum 1) and
|
|||
|
|
don't lose the benefits of your rage. Once you have used this feature,
|
|||
|
|
you can't do so again until you finish a rest.]</p>
|
|||
|
|
<h3>Enraged Focus</h3>
|
|||
|
|
<p>[Also at 3rd level, while you are raging, you gain an expertise die on
|
|||
|
|
your first attack roll each round.]</p>
|
|||
|
|
<h3>Thirst for the Kill</h3>
|
|||
|
|
<p>[Starting at 6th level, when you reduce a hostile creature to 0 hit
|
|||
|
|
points, the next time you hit a creature with a weapon attack in the
|
|||
|
|
next minute, you gain a bonus to the damage roll equal to the triggering
|
|||
|
|
creature's Hit Die.]</p>
|
|||
|
|
<h3>Relentless</h3>
|
|||
|
|
<p>[Starting at 10th level, if a creature uses the Disengage action to
|
|||
|
|
leave your reach while you are raging, you can use your reaction to
|
|||
|
|
follow them a number of feet equal to double your Speed. You can use
|
|||
|
|
this feature a number of times equal to your proficiency bonus per long
|
|||
|
|
rest.]</p>
|
|||
|
|
<h3>Pitiless Gaze</h3>
|
|||
|
|
<p>[Starting at 14th level, when a creature within 5 feet of you hits you
|
|||
|
|
with a melee attack while you are raging, that creature takes 1d6
|
|||
|
|
psychic damage.]</p>
|
|||
|
|
<h2>Tempest</h2>
|
|||
|
|
<h3>Touched by Thunder</h3>
|
|||
|
|
<p>[Beginning at 3rd level, you can empower a melee weapon you touch. While
|
|||
|
|
you are raging, your attacks with the weapon deal an additional 1d6
|
|||
|
|
lightning or thunder damage (choose the damage type when you begin the
|
|||
|
|
rage). This damage increases to 2d6 at 10th level, 3d6 at 15th level,
|
|||
|
|
and 4d6 at 20th level. You can empower only one weapon at a time, but
|
|||
|
|
you can use a bonus action to transfer the effect to a different
|
|||
|
|
weapon.]</p>
|
|||
|
|
<p>[In addition, you gain resistance to either lightning or thunder damage,
|
|||
|
|
chosen by you when you gain this feature.]</p>
|
|||
|
|
<h3>Whirling Winds</h3>
|
|||
|
|
<p>[Starting at 6th level, while raging you have an aura extending 10 feet
|
|||
|
|
from you in every direction, but not through total cover. While the aura
|
|||
|
|
lasts, treat all attacks against you as though you had half cover (+2 to
|
|||
|
|
AC, Dexterity saving throws, and ability checks made to hide).]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[In addition, you gain resistance to either lightning or thunder damage,
|
|||
|
|
whichever you did not choose at 3rd level.]</p>
|
|||
|
|
<h3>Forceful Gale</h3>
|
|||
|
|
<p>[Starting at 10th level, once per turn while you are raging, when you
|
|||
|
|
damage a creature with a melee attack you can force the target to make a
|
|||
|
|
Strength saving throw (DC 8 + your proficiency bonus + your Strength
|
|||
|
|
modifier). On a failed save, you can push the creature up to 10 feet
|
|||
|
|
directly away from you. This distance stacks with any forced movement
|
|||
|
|
caused by a Furious Critical.]</p>
|
|||
|
|
<h3>Perfect Storm</h3>
|
|||
|
|
<p>[Starting at 14th level, a hostile creature that begins its turn inside
|
|||
|
|
your Whirling Winds aura makes a Constitution saving throw (DC 8 + your
|
|||
|
|
proficiency bonus + your Strength modifier). The creature takes
|
|||
|
|
lightning or thunder damage (the same damage type you chose when you
|
|||
|
|
gained the Touched by Thunder feature) equal to your berserker level on
|
|||
|
|
a failure or half damage on a success.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h1>Cleric</h1>
|
|||
|
|
<p>TABLE: CLERIC</p>
|
|||
|
|
<p>+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| [LEVEL]{.c31 | [PROFICIENCY | [FEATURES]{.c31 | [SIGNS |
|
|||
|
|
| .c25} | BONUS] | KNOWN]{.c31 |
|
|||
|
|
| | .c25} | | .c25} |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 1st | +2 | Cleric | [--- |
|
|||
|
|
| | | Archetype, | |
|
|||
|
|
| | | Defensive | |
|
|||
|
|
| | | Blessing,]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [Sacred Call, | |
|
|||
|
|
| | | Sp | |
|
|||
|
|
| | | ellcasting]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 2nd | +2 | Archetype | [--- |
|
|||
|
|
| | | Feature, | |
|
|||
|
|
| | | Channel | |
|
|||
|
|
| | | Divinity,]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [Principles of | |
|
|||
|
|
| | | Devotion]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 3rd | +2 | Signs of | [1 |
|
|||
|
|
| | | Faith] | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 4th | +2 | Ability Score | [1 |
|
|||
|
|
| | | Improvement, | |
|
|||
|
|
| | | Sacred | |
|
|||
|
|
| | | Office]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 5th | +3 | Empowered | [1 |
|
|||
|
|
| | | Turning]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 6th | +3 | Archetype | [1 |
|
|||
|
|
| | | Feature,]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [Channel | |
|
|||
|
|
| | | Divinity]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 7th | +3 | --- | 2 |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 8th | +3 | Ability Score | [2 |
|
|||
|
|
| | | Improvement, | |
|
|||
|
|
| | | Archetype | |
|
|||
|
|
| | | Feature,]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [Empowered | |
|
|||
|
|
| | | Turning]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 9th | +4 | Sacred | [2 |
|
|||
|
|
| | | Presence]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 10th | +4 | | [2 |
|
|||
|
|
| | | Providence]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 11th | +4 | Empowered | [3 |
|
|||
|
|
| | | Turning]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 12th | +4 | Ability Score | [3 |
|
|||
|
|
| | | I | |
|
|||
|
|
| | | mprovement]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 13th | +5 | --- | 3 |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 14th | +5 | Empowered | [3 |
|
|||
|
|
| | | Turning]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 15th | +5 | --- | 4 |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 16th | +5 | Ability Score | [4 |
|
|||
|
|
| | | I | |
|
|||
|
|
| | | mprovement]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 17th | +6 | Archetype | [4 |
|
|||
|
|
| | | Feature,]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [Empowered | |
|
|||
|
|
| | | Turning]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 18th | +6 | Channel | [4 |
|
|||
|
|
| | | Divinity]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 19th | +6 | Ability Score | [4 |
|
|||
|
|
| | | I | |
|
|||
|
|
| | | mprovement]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 20th | +6 | Avatar of | [5 |
|
|||
|
|
| | | Faith] | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: CLERIC SPELLS SPELL SLOTS PER LEVEL <br />
|
|||
|
|
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
|||
|
|
1st 3 2 --- --- --- --- --- --- --- ---
|
|||
|
|
2nd 3 3 --- --- --- --- --- --- --- ---
|
|||
|
|
3rd 3 4 2 --- --- --- --- --- --- ---
|
|||
|
|
4th 4 4 3 --- --- --- --- --- --- ---
|
|||
|
|
5th 4 4 3 2 --- --- --- --- --- ---
|
|||
|
|
6th 4 4 3 3 --- --- --- --- --- ---
|
|||
|
|
7th 4 4 3 3 1 --- --- --- --- ---
|
|||
|
|
8th 4 4 3 3 2 --- --- --- --- ---
|
|||
|
|
9th 4 4 3 3 3 1 --- --- --- ---
|
|||
|
|
10th 5 4 3 3 3 2 --- --- --- ---
|
|||
|
|
11th 5 4 3 3 3 2 1 --- --- ---
|
|||
|
|
12th 5 4 3 3 3 2 1 --- --- ---
|
|||
|
|
13th 5 4 3 3 3 2 1 1 --- ---
|
|||
|
|
14th 5 4 3 3 3 2 1 1 --- ---
|
|||
|
|
15th 5 4 3 3 3 2 1 1 1 ---
|
|||
|
|
16th 5 4 3 3 3 2 1 1 1 ---
|
|||
|
|
17th 5 4 3 3 3 2 1 1 1 1
|
|||
|
|
18th 5 4 3 3 3 3 1 1 1 1
|
|||
|
|
19th 5 4 3 3 3 3 2 1 1 1
|
|||
|
|
20th 5 4 3 3 3 3 2 2 1 1</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d8 per cleric level</p>
|
|||
|
|
<p>Hit Points at 1st Level:[ 8 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels: [1d8 (or 5) + your
|
|||
|
|
Constitution modifier per cleric level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: None</p>
|
|||
|
|
<p>Weapons: Simple weapons</p>
|
|||
|
|
<p>Tools:[ Choose one from herbalism kit, one type of
|
|||
|
|
artisan's tool, or a musical instrument]</p>
|
|||
|
|
<p>Saving Throws: [Wisdom, and either Intelligence or
|
|||
|
|
Charisma]</p>
|
|||
|
|
<p>Skills: [Choose two from Culture, History, Insight,
|
|||
|
|
Medicine, Persuasion, and Religion]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 125 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Holy Warrior's Set (Cost 122 gp): [Longbow and quiver
|
|||
|
|
with 20 arrows, mace, scale mail, explorer's pack, reliquary divine
|
|||
|
|
focus (holy symbol)]</li>
|
|||
|
|
<li>Righteous Combat Set (Cost 87 gp):[ 4 javelins,
|
|||
|
|
warhammer, 5 wooden stakes, chain shirt, medium shield, emblem
|
|||
|
|
divine focus (holy symbol), explorer's pack]</li>
|
|||
|
|
<li>Spiritual Protector's Set (Cost 90 gp): [Quarterstaff,
|
|||
|
|
2 flasks of holy water, padded leather, healer's satchel, amulet
|
|||
|
|
divine focus (holy symbol), priest's pack]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Cleric Archetype</h2>
|
|||
|
|
<p>[Choose one of the following archetypes: Healer, Oracle, Sun Priest, or
|
|||
|
|
Warpriest. ]</p>
|
|||
|
|
<p>[At 1st level you gain archetype spells and other features. Your
|
|||
|
|
archetype grants you additional features at 2nd, 6th, 8th, and 17th
|
|||
|
|
level.]</p>
|
|||
|
|
<h3>Archetype Spells</h3>
|
|||
|
|
<p>[With your archetype you gain access to a list of archetype spells at
|
|||
|
|
the levels noted in your archetype description. Archetype spells are
|
|||
|
|
always prepared in addition to the spells you can prepare each day.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[If you gain an archetype spell that is not on the cleric spell list, it
|
|||
|
|
is considered a cleric spell for you.]</p>
|
|||
|
|
<h2>Defensive Blessing</h2>
|
|||
|
|
<p>At 1st level, choose one of the following options.</p>
|
|||
|
|
<h3>Armor of Conviction</h3>
|
|||
|
|
<p>[While you are not wearing any armor or wielding a shield, your AC
|
|||
|
|
equals 10 + your Dexterity modifier + your Wisdom modifier.]</p>
|
|||
|
|
<p>[Also, in addition to the spells you normally prepare, you always have
|
|||
|
|
]shield of faith prepared.</p>
|
|||
|
|
<h3>Sacred Archery</h3>
|
|||
|
|
<p>[You gain proficiency with light armor, medium armor, and ranged martial
|
|||
|
|
weapons.]</p>
|
|||
|
|
<h3>Spirit Soldier</h3>
|
|||
|
|
<p>[You gain proficiency with light armor, medium armor, and shields.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Sacred Call</h2>
|
|||
|
|
<p>Also at 1st level, choose one of the following.</p>
|
|||
|
|
<h3>Clerical Charisma</h3>
|
|||
|
|
<p>[You gain proficiency in the Performance skill. Whenever you use
|
|||
|
|
Performance to deliver a sermon or to sing holy songs in a town or city,
|
|||
|
|
even on a failed check other than a natural 1, you still attract a crowd
|
|||
|
|
of people no smaller than your spell save DC.]</p>
|
|||
|
|
<h3>Ordination</h3>
|
|||
|
|
<p>[As a formal leader within your religious order, you are expected to
|
|||
|
|
perform the ceremonies of your faith, including weddings and funerals.
|
|||
|
|
In exchange, members of your faith provide you and your companions with
|
|||
|
|
food, lodging, and a modest lifestyle.]</p>
|
|||
|
|
<p>[Additionally, if your congregation or order is able, they send you
|
|||
|
|
letters with regular updates about their well-being. They are willing to
|
|||
|
|
help connect you with other chapters of your faith through letters of
|
|||
|
|
introduction.]</p>
|
|||
|
|
<h3>Zeal of the Convert</h3>
|
|||
|
|
<p>[You gain advantage on Persuasion checks when you invoke the name of
|
|||
|
|
your deity or movement during a conversation with a pious person. If the
|
|||
|
|
listener is negatively disposed to your greater entity or movement, you
|
|||
|
|
have disadvantage instead.]</p>
|
|||
|
|
<h2>Spellcasting</h2>
|
|||
|
|
<h3>Cantrips</h3>
|
|||
|
|
<p>You learn three cleric cantrips of your choice at 1st level and
|
|||
|
|
additional cleric cantrips at higher levels, as shown in the Cantrips
|
|||
|
|
Known column of the Cleric Spells table. You also know the
|
|||
|
|
thaumaturgy cantrip.</p>
|
|||
|
|
<h3>Preparing and Casting Spells</h3>
|
|||
|
|
<p>[To prepare cleric spells to make them available to cast, choose a
|
|||
|
|
number of spells equal to your Wisdom modifier + your cleric level
|
|||
|
|
(minimum of one spell) from the cleric spell list. You can't prepare a
|
|||
|
|
spell with a higher level than your highest-level spell slot.]</p>
|
|||
|
|
<p>[To cast a cleric spell, you must spend a spell slot of the spell's
|
|||
|
|
level or higher. The Cleric Spells table shows how many spell slots you
|
|||
|
|
have to cast your cleric spells. You regain all expended spell slots
|
|||
|
|
when you finish a long rest.]</p>
|
|||
|
|
<p>[Casting spells doesn't remove them from your list of prepared
|
|||
|
|
spells.]</p>
|
|||
|
|
<p>[During a long rest, you can change your list of prepared spells by
|
|||
|
|
meditating.]</p>
|
|||
|
|
<h3>Spellcasting Ability</h3>
|
|||
|
|
<p>[Wisdom is your spellcasting ability for your cleric spells. You use
|
|||
|
|
your Wisdom whenever a spell refers to your spellcasting ability. In
|
|||
|
|
addition, you use your Wisdom modifier to set the attack bonus and
|
|||
|
|
saving throw DC for your cleric spells, as follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your Wisdom
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your
|
|||
|
|
Wisdom modifier]</p>
|
|||
|
|
<h3>Ritual Casting</h3>
|
|||
|
|
<p>[You can cast a cleric spell you know as a ritual if that spell can be
|
|||
|
|
cast as a ritual. You can also cast the ]ceremony [spell as
|
|||
|
|
a ritual whether you have the spell prepared or not.]</p>
|
|||
|
|
<h3>Spellcasting Focus</h3>
|
|||
|
|
<p>[When casting a cleric spell, you can use a holy symbol as your
|
|||
|
|
spellcasting focus.]</p>
|
|||
|
|
<h2>Channel Divinity</h2>
|
|||
|
|
<p>[At 2nd level, you are able to magically channel the energy of your
|
|||
|
|
greater entity. You start with two ways to channel divinity: Turn Undead
|
|||
|
|
and an additional effect dependent on your chosen Cleric Archetype.]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>[You may choose which Channel Divinity effect to create each time you
|
|||
|
|
use this feature. You must then finish a rest before you're able to
|
|||
|
|
Channel Divinity again.]</p>
|
|||
|
|
<p>[If a Channel Divinity effect requires a saving throw, use your cleric
|
|||
|
|
spell save DC.]</p>
|
|||
|
|
<p>[Starting 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.]</p>
|
|||
|
|
<h3>Channel Divinity: Turn Undead</h3>
|
|||
|
|
<p>[As an action, you present your holy symbol and speak a divine word.
|
|||
|
|
Each undead creature within 30 feet that can see or hear you must
|
|||
|
|
succeed on a Wisdom saving throw or be turned for 1 minute or until it
|
|||
|
|
takes damage. ][A turned creature must use its movement to move
|
|||
|
|
away from you and its actions to Dash or to escape from an effect that
|
|||
|
|
prevents it from moving away. If it can't move away, it can take the
|
|||
|
|
Dodge action. It can't willingly approach within 30 feet of you and it
|
|||
|
|
can't take reactions.]</p>
|
|||
|
|
<h2>Principles of Devotion</h2>
|
|||
|
|
<p>[At 2nd level, you pledge to uphold certain standards of behavior beyond
|
|||
|
|
what is necessary for adventure. In return, your greater entity grants
|
|||
|
|
you one of the following related boons. When you fail to uphold this
|
|||
|
|
pledge, you lose any benefits from it until 24 hours after you finish a
|
|||
|
|
long rest and rededicate yourself.]</p>
|
|||
|
|
<h3>Chaste</h3>
|
|||
|
|
<p>[In exchange for forgoing pleasures of the heart and flesh, you are
|
|||
|
|
hardened to the persuasions of others. Add your Wisdom modifier (minimum
|
|||
|
|
+1) to saving throws made to resist being charmed. You also gain one
|
|||
|
|
skill specialty chosen from Insight, Persuasion, or Religion.]</p>
|
|||
|
|
<h3>Destitute</h3>
|
|||
|
|
<p>[In exchange for forgoing material luxury, vendors who are not
|
|||
|
|
explicitly opposed to your greater entity are compelled to give you
|
|||
|
|
heavy discounts of up to 20 percent, and inkeeps offer you free
|
|||
|
|
lodging.]</p>
|
|||
|
|
<h3>Devotional Integrity</h3>
|
|||
|
|
<p>[When an action you take is honest and non-violent, until the end of
|
|||
|
|
your turn you are immune to the rattled condition and you do not suffer
|
|||
|
|
disadvantage or penalties on Intelligence, Wisdom, or Charisma checks
|
|||
|
|
made as part of that action.]</p>
|
|||
|
|
<h3>Image of the Divine</h3>
|
|||
|
|
<p>[You exhibit a uniform, makeup, tattoo, or body modification indicating
|
|||
|
|
your higher entity or religious order. Creatures have advantage when
|
|||
|
|
discerning your religious identity. You gain advantage on saving throws
|
|||
|
|
against fear and ability checks made against Intimidation. You also gain
|
|||
|
|
one skill specialty chosen from Insight, Intimidation, or
|
|||
|
|
Persuasion.]</p>
|
|||
|
|
<h3>Merciful</h3>
|
|||
|
|
<p>[In exchange for forgoing bloodshed---torture, attacking unconscious
|
|||
|
|
creatures, and dealing lethal wounds to creatures you reduce to 0 hit
|
|||
|
|
points---you are yourself granted mercy. When you have already succeeded
|
|||
|
|
on two death saving throws, you have advantage on death saving
|
|||
|
|
throws.]</p>
|
|||
|
|
<h3>Rule of Ritual</h3>
|
|||
|
|
<p>[You make formal religious observances and perform ritual timekeeping.
|
|||
|
|
You can spend 1 hour during a long rest to make these observances, and
|
|||
|
|
if you do you only need 4 hours of sleep instead of the normal 6. You
|
|||
|
|
learn the ]guidance [cantrip if you don't already know it,
|
|||
|
|
and when you use a spell of 1st-level or higher to grant an expertise
|
|||
|
|
die, the expertise die you grant increases by one step.]</p>
|
|||
|
|
<h3>Secrecy</h3>
|
|||
|
|
<p>[Your mission from your deity requires you to work undercover,
|
|||
|
|
concealing your true self with a secret identity. In exchange for
|
|||
|
|
forgoing the pleasure of true connection and friendship, you gain an
|
|||
|
|
expertise die on Deception checks.]</p>
|
|||
|
|
<h3>Severity</h3>
|
|||
|
|
<p>[In exchange for forgoing weaknesses such as helping or protecting
|
|||
|
|
others (except when it serves you), you add your Wisdom modifier
|
|||
|
|
(minimum +1) to Perception checks made to find valuable objects, and on
|
|||
|
|
contested checks made against the Persuasion check of another
|
|||
|
|
creature.]</p>
|
|||
|
|
<h3>Silence</h3>
|
|||
|
|
<p>[The only time you may speak is while casting spells. Otherwise you
|
|||
|
|
adhere to a vow of silence. In exchange, others can feel your dedication
|
|||
|
|
and intent with a mere glance. When a creature within 10 feet of you
|
|||
|
|
makes a Persuasion check, you can add your Wisdom modifier (minimum +1)
|
|||
|
|
to the result.]</p>
|
|||
|
|
<h2>Signs of Faith</h2>
|
|||
|
|
<p>[At 3rd level, you gain a sign of faith of your choice. Signs of faith
|
|||
|
|
are detailed at the end of your class description. The Signs Known
|
|||
|
|
column of the Cleric table shows when you gain new signs.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Sacred Office</h2>
|
|||
|
|
<p>Also at 4th level, choose one of the following.</p>
|
|||
|
|
<h3>Auspicious Collaborator</h3>
|
|||
|
|
<p>[You gain one specialty chosen from Culture or Persuasion, and you gain
|
|||
|
|
an expertise die on Persuasion checks related to seeking aid.]</p>
|
|||
|
|
<h3>Divine Authority</h3>
|
|||
|
|
<p>[Your connection to religious hierarchy opens many doors. Sermons you
|
|||
|
|
give and courtesy calls you make to different religious groups put you
|
|||
|
|
in contact with a local representative of your faith, who is happy to
|
|||
|
|
strongly recommend you to another local leader. You gain one specialty
|
|||
|
|
chosen from Culture, Insight, or Persuasion. In addition, you gain an
|
|||
|
|
expertise die on Culture, Insight, and Persuasion checks made against
|
|||
|
|
local leaders to whom you are recommended that would otherwise be
|
|||
|
|
indifferent towards you.]</p>
|
|||
|
|
<h3>Engaging Proclaimer</h3>
|
|||
|
|
<p>[You gain an expertise die on Performance checks to gather and hold the
|
|||
|
|
attention of two or more people. In addition, you gain two skill
|
|||
|
|
specialties, chosen from Performance or Religion.]</p>
|
|||
|
|
<h3>Reputation</h3>
|
|||
|
|
<p>[Common folk frequently recognize you on sight, and those who do often
|
|||
|
|
have a friendly disposition towards you. They often ask you for counsel,
|
|||
|
|
favors, and blessings. The disposition of people they introduce you to
|
|||
|
|
are one step better than normal (the indifferent become friendly, the
|
|||
|
|
hostile become indifferent).]</p>
|
|||
|
|
<h3>Symbol of Might</h3>
|
|||
|
|
<p>[You gain one Intimidation specialty, and you gain an expertise die on
|
|||
|
|
Intimidation checks made to convince others to comply with your demands.
|
|||
|
|
The people you intimidate are no longer friendly towards you, if they
|
|||
|
|
were previously.]</p>
|
|||
|
|
<h2>Empowered Turning</h2>
|
|||
|
|
<p>[At 5th level your greater entity grants you improved ways to turn
|
|||
|
|
undead or other abhorrent beings. You gain this feature again at 8th,
|
|||
|
|
11th, 14th, and 17th level. Each time you gain Empowered Turning, choose
|
|||
|
|
one of the following:]</p>
|
|||
|
|
<h3>Command Undead</h3>
|
|||
|
|
<p>[If you choose, creatures you turn instead regard you as their master
|
|||
|
|
for the duration. While they are under this effect, you can use your
|
|||
|
|
action to issue simple commands (no more than a sentence or two) which
|
|||
|
|
they are compelled to obey. They will not take any action that is
|
|||
|
|
obviously harmful to them, and so will not leap from a great height,
|
|||
|
|
jump onto a sword, or purposefully self-inflict any damage. They follow
|
|||
|
|
the command until you issue a new one.]</p>
|
|||
|
|
<h3>Destroy Undead</h3>
|
|||
|
|
<p>[Creatures turned by you of CR 1/2 or less are immediately destroyed,
|
|||
|
|
transformed into dust by a blinding flash of light. You can select this
|
|||
|
|
option multiple times. Each time you choose it, you are able to destroy
|
|||
|
|
more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4
|
|||
|
|
each subsequent time you select this option.]</p>
|
|||
|
|
<h3>Turn Ideology</h3>
|
|||
|
|
<p>[Choose one of the following: Chaotic, Evil, Good, or Lawful. When you
|
|||
|
|
use Turn Undead, you can also choose to affect creatures with the chosen
|
|||
|
|
alignment trait. You can select this option multiple times, choosing a
|
|||
|
|
different alignment trait each time.]</p>
|
|||
|
|
<h3>Turn Supernatural</h3>
|
|||
|
|
<p>[Choose a creature type from celestial, elemental, fey, or fiend. When
|
|||
|
|
you use Turn Undead, you can also choose to affect creatures of that
|
|||
|
|
type. You can select this option multiple times, choosing a different
|
|||
|
|
creature type each time.]</p>
|
|||
|
|
<h2>Sacred Presence</h2>
|
|||
|
|
<p>[At 9th level, you bring the true presence of your ideals wherever you
|
|||
|
|
go. Choose one of the following.]</p>
|
|||
|
|
<h3>Cosmic Idealist</h3>
|
|||
|
|
<p>[Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic
|
|||
|
|
and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You
|
|||
|
|
gain the chosen alignment trait or alignment traits. You can identify
|
|||
|
|
creatures that have the same alignment traits as you, and you have
|
|||
|
|
advantage on Intelligence, Wisdom, or Charisma ability checks you make
|
|||
|
|
against them.]</p>
|
|||
|
|
<p>[Additionally, you do not suffer negative effects from being on a plane
|
|||
|
|
with which you share an alignment trait.]</p>
|
|||
|
|
<h3>Eyes of the Heart</h3>
|
|||
|
|
<p>[When you succeed on a contested Insight check, if the opposing
|
|||
|
|
creature's Charisma score is equal to or less than your spell save DC,
|
|||
|
|
for the next 24 hours you do not need to make any further checks to
|
|||
|
|
recognize whenever that creature is lying, telling the truth, or
|
|||
|
|
withholding information.]</p>
|
|||
|
|
<h3>Spiritual Salve</h3>
|
|||
|
|
<p>[Your constant encouragements and proverbs allow allies within 30 feet
|
|||
|
|
of you to reroll a Constitution check or saving throw that they fail. If
|
|||
|
|
they do so, they must use the new roll. This feature can't be used on
|
|||
|
|
saving throws made to maintain concentration on a spell. Once a creature
|
|||
|
|
has used your Spiritual Salve to make a reroll, it can't do so again
|
|||
|
|
until it has finished a long rest.]</p>
|
|||
|
|
<h2>Providence</h2>
|
|||
|
|
<p>[At 10th level, the potency of your faith increases. Choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h3>Divine Intervention</h3>
|
|||
|
|
<p>[Starting at 10th level, you can use an action to pray for a miracle.
|
|||
|
|
Make a request and roll percentile dice. If you roll a number equal to
|
|||
|
|
or lower than your cleric level, your request is granted in a manner
|
|||
|
|
chosen by the Narrator. The Narrator chooses the nature of the
|
|||
|
|
intervention, which might take the form of the effect of any cleric
|
|||
|
|
spell or cleric archetype spell. You can use this feature once between
|
|||
|
|
long rests, but you if your deity intervenes you can't use it again for
|
|||
|
|
7 days.]</p>
|
|||
|
|
<p>[After each failed divine intervention roll, add 1 to the number
|
|||
|
|
required to succeed until it is a success, at which point it resets to
|
|||
|
|
your cleric level.]</p>
|
|||
|
|
<p>[At 20th level, your call for intervention succeeds automatically.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Imminent Turning</h3>
|
|||
|
|
<p>You can Turn Undead from up to 60 feet away.</p>
|
|||
|
|
<h3>Master Ritualist</h3>
|
|||
|
|
<p>[You can cast any ritual spell on the cleric spell list you could cast
|
|||
|
|
as a ritual, whether or not you have it prepared.]</p>
|
|||
|
|
<h3>Prayer of Protection</h3>
|
|||
|
|
<p>[After each long rest choose one damage type from the following list:
|
|||
|
|
cold, fire, force, lightning, necrotic, psychic, radiant, or thunder.
|
|||
|
|
You gain resistance to this damage type until the end of your next long
|
|||
|
|
rest.]</p>
|
|||
|
|
<h2>Avatar of Faith</h2>
|
|||
|
|
<p>[At 20th level, you can use your Channel Divinity to become a conduit of
|
|||
|
|
the divine, flooding the world around you with the unfettered power of
|
|||
|
|
the Moral Planes. Once you have used either of these options, you can't
|
|||
|
|
use that option again until you finish a long rest.]</p>
|
|||
|
|
<h3>Channel Negative Energy</h3>
|
|||
|
|
<p>[Each creature of your choice that you can see must make a Charisma
|
|||
|
|
saving throw, taking 5d10 damage force damage and 5d10 necrotic damage
|
|||
|
|
on a failure or half damage on a success.]</p>
|
|||
|
|
<p>[When you use this feature, you also choose one of the following
|
|||
|
|
conditions: blinded, confused, deafened, frightened, poisoned, rattled,
|
|||
|
|
or slowed. A creature that failed its saving throw also gains the chosen
|
|||
|
|
condition. At the end of each of its turns, a creature can repeat the
|
|||
|
|
saving throw to end the effect on itself.]</p>
|
|||
|
|
<p>[In addition, you can choose any number of creatures you can see that
|
|||
|
|
have the Evil alignment trait. Each creature regains 5d10 hit
|
|||
|
|
points.]</p>
|
|||
|
|
<h3>Channel Positive Energy</h3>
|
|||
|
|
<p>[You restore up to 200 hit points, divided as you choose among any
|
|||
|
|
number of creatures that you can see.]</p>
|
|||
|
|
<p>[A creature that regains hit points from this feature also recovers from
|
|||
|
|
one level of fatigue and one level of strife, and if it is blinded,
|
|||
|
|
charmed, confused, deafened, doomed, frightened, paralyzed, petrified,
|
|||
|
|
poisoned, rattled, slowed, or stunned, those conditions end for it. This
|
|||
|
|
feature can't be used on undead or constructs.]</p>
|
|||
|
|
<h1>Signs of Faith</h1>
|
|||
|
|
<p>[When you gain access to a new sign of faith, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Ancestral Guidance</h2>
|
|||
|
|
<p>[In addition to the spells you normally prepare, you always have
|
|||
|
|
]speak with dead[ prepared, and you can use this feature to
|
|||
|
|
cast it once between long rests without spending a spell slot. When you
|
|||
|
|
do so, you do not have to target a corpse; you can also target a grave
|
|||
|
|
marker, memorial, statue, painting, or other depiction of the deceased
|
|||
|
|
creature you wish to talk to. If the chosen creature is not dead, or if
|
|||
|
|
such a creature never existed in the first place, the spell fails.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Compassionate Nurse</h2>
|
|||
|
|
<p>[You gain an expertise die on Medicine checks. In addition, you can use
|
|||
|
|
Wisdom when making Medicine checks.]</p>
|
|||
|
|
<h2>Faithful Historian</h2>
|
|||
|
|
<p>[You gain an expertise die on History checks. In addition, you can use
|
|||
|
|
Wisdom when making History checks.]</p>
|
|||
|
|
<h2>Gentle Healer</h2>
|
|||
|
|
<p>[During a short rest, you can spend uses from your healer's satchel to
|
|||
|
|
aid your allies in their recovery. A creature you choose can roll each
|
|||
|
|
expended hit die twice, taking the higher result. You can't expend your
|
|||
|
|
own hit dice while using this feature, since you use all of your
|
|||
|
|
energies to heal your companions.]</p>
|
|||
|
|
<h2>Graceful Fall</h2>
|
|||
|
|
<p>[Falling from a height greater than 30 feet causes your greater entity
|
|||
|
|
to intervene. You are protected as if by the ][feather
|
|||
|
|
fall] spell. This sign does not use your reaction.</p>
|
|||
|
|
<h2>Monastic Austerity</h2>
|
|||
|
|
<p>[The first level of fatigue you would take each day is prevented.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Numinous Awareness</h2>
|
|||
|
|
<p>[When you see a creature that appears to be a beast, you automatically
|
|||
|
|
recognize whether it is a celestial, fiend, or fey. You have advantage
|
|||
|
|
on Arcana and Medicine checks made to interact with magical wounds and
|
|||
|
|
maladies caused by celestials, fiends, and fey.]</p>
|
|||
|
|
<h2>Premonition</h2>
|
|||
|
|
<p>[You have the ability to interpret messages sent to you in dreams or
|
|||
|
|
visions by your greater entity. After each long rest, you receive one of
|
|||
|
|
the following:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[A piece of information that will help in your endeavors before the
|
|||
|
|
end of your next long rest,]</li>
|
|||
|
|
<li>[A premonition. Roll a d20. Before the end of your next long rest,
|
|||
|
|
you can choose to replace any roll made by a creature within 30 feet
|
|||
|
|
that you can see with the result of this d20 roll.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[The Narrator lets you know which benefit is available whenever you
|
|||
|
|
finish a long rest.]</p>
|
|||
|
|
<h2>Preservation</h2>
|
|||
|
|
<p>[Your connection to a greater entity allows you to sense poison or
|
|||
|
|
disease in food, drink, or other consumables. You must make direct
|
|||
|
|
contact with them or their container in order to sense this
|
|||
|
|
corruption.]</p>
|
|||
|
|
<h2>Righteous Path</h2>
|
|||
|
|
<p>[Once per day you can choose to walk the Righteous Path for 1 hour.
|
|||
|
|
While walking the Righteous Path, you are aware when enemies are within
|
|||
|
|
60 feet of you, and you know if backtracking or alternate routes could
|
|||
|
|
avoid them. You can also use an action to sense if there are traps
|
|||
|
|
within 30 feet, but not the location or nature of the traps.]</p>
|
|||
|
|
<h2>Soothing Words</h2>
|
|||
|
|
<p>[Once between long rests, you can reduce one ally's strife by one
|
|||
|
|
level.]</p>
|
|||
|
|
<h2>Supernal Intuition</h2>
|
|||
|
|
<p>[Choose a creature type from celestial, elemental, fey, fiend, or
|
|||
|
|
undead. You know when a creature of this type is within 60 feet of you,
|
|||
|
|
although you don't know its location. The ][nondetection
|
|||
|
|
][spell protects against this feature. You can select this sign
|
|||
|
|
multiple times, choosing a different creature type each time.]</p>
|
|||
|
|
<h2>Theologian</h2>
|
|||
|
|
<p>[You gain an expertise die on Religion checks. In addition, you can use
|
|||
|
|
Wisdom when making Religion checks.]</p>
|
|||
|
|
<h2>Voice of Doom</h2>
|
|||
|
|
<p>[You gain an expertise die on Intimidation checks. In addition, you can
|
|||
|
|
use Wisdom when making Intimidation checks.]</p>
|
|||
|
|
<h1>Cleric Archetypes</h1>
|
|||
|
|
<h2>Healer</h2>
|
|||
|
|
<p>TABLE: HEALER SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>CLERIC LEVEL SPELLS
|
|||
|
|
1 cure wounds, healing word
|
|||
|
|
3 lesser restoration, prayer of healing
|
|||
|
|
5 beacon of hope, mass healing word
|
|||
|
|
7 rage of the meek, tearful sonnet
|
|||
|
|
9 flame strike, greater restoration</p>
|
|||
|
|
<hr />
|
|||
|
|
<h3>Heal Up</h3>
|
|||
|
|
<p>[Starting at 1st level when you choose this archetype, you can add your
|
|||
|
|
Wisdom modifier (minimum 1) to the hit points restored by healing spells
|
|||
|
|
of 1st-level or higher.]</p>
|
|||
|
|
<h3>Small Mercy</h3>
|
|||
|
|
<p>Also at 1st level, you learn the [spare the
|
|||
|
|
dying][ cantrip. This does not count against your number of known
|
|||
|
|
cantrips.]</p>
|
|||
|
|
<h3>Better Than Cure</h3>
|
|||
|
|
<p>[Beginning at 2nd level, when an ally within 30 feet of you is hit by an
|
|||
|
|
attack that deals nonmagical bludgeoning, piercing, or slashing damage,
|
|||
|
|
you can use your reaction to halve the damage. At 8th level, you can
|
|||
|
|
negate all of the attack's damage.]</p>
|
|||
|
|
<p>[You can use this feature a number of times equal to your proficiency
|
|||
|
|
bonus, regaining all expended uses when you finish a long rest.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Healing Aura</h3>
|
|||
|
|
<p>[Starting at 6th level, allies taking a short rest within 30 feet of you
|
|||
|
|
gain the maximum amount of hit points from any expended hit dice.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Balance in All Things</h3>
|
|||
|
|
<p>[Starting at 8th level, when you hit with a spell attack, you and any
|
|||
|
|
allies within 30 feet of you regain hit points equal to your Wisdom
|
|||
|
|
modifier + the spell's level. A creature can't benefit from this effect
|
|||
|
|
more than once per short rest.]</p>
|
|||
|
|
<h3>Channel Divinity: Divine Protection</h3>
|
|||
|
|
<p>[Starting at 17th level, when one or more allies within 30 feet would
|
|||
|
|
take damage from an attack, effect, or spell, you can use your reaction
|
|||
|
|
and Channel Divinity to negate that damage.]</p>
|
|||
|
|
<h2>Oracle</h2>
|
|||
|
|
<p>TABLE: ORACLE SPELLS</p>
|
|||
|
|
<p>+-----------------------------------+-----------------------------------+
|
|||
|
|
| CLERIC LEVEL | SPELLS |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 1 | [comprehend languages, |
|
|||
|
|
| | identify] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 3 | [augury, detect thoughts]{.c6 |
|
|||
|
|
| | .c0} |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 5 | [clairvoyance, nondetection]{.c6 |
|
|||
|
|
| | .c0} |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 7 | [divination, locate creature]{.c6 |
|
|||
|
|
| | .c0} |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 9 | commune with nature, |
|
|||
|
|
| | |
|
|||
|
|
| | contact other plane |
|
|||
|
|
+-----------------------------------+-----------------------------------+</p>
|
|||
|
|
<h3>Unfickle Fate</h3>
|
|||
|
|
<p>[Starting at 1st level when you choose this archetype, once between long
|
|||
|
|
rests you can use an action to touch a willing creature and grant them a
|
|||
|
|
single premonition that they remember for 1 hour. While they remember
|
|||
|
|
the premonition, the creature can choose to reroll an attack roll,
|
|||
|
|
ability check, or saving throw and use the new result, after which the
|
|||
|
|
premonition is gone from its mind.]</p>
|
|||
|
|
<h3>Channel Divinity: All-Seeing Oracle</h3>
|
|||
|
|
<p>[Starting at 2nd level, you can use your Channel Divinity to briefly
|
|||
|
|
look through the eyes of another creature you name. As long as the
|
|||
|
|
creature is alive and on the same plane of existence, you recall a still
|
|||
|
|
image of its surroundings exactly as it saw them in a single moment. If
|
|||
|
|
the creature is dead, blinded, unconscious, or protected from divination
|
|||
|
|
magic, this feature has no effect.]</p>
|
|||
|
|
<h3>Channel Divinity: Aural Oracle</h3>
|
|||
|
|
<p>[At 6th level, you are able to use your Channel Divinity to see and hear
|
|||
|
|
through the senses of another creature you name for 1 minute. As long as
|
|||
|
|
the creature is alive and on the same plane of existence, it makes a
|
|||
|
|
Wisdom saving throw. On a failure, you can see what it sees and hear
|
|||
|
|
what it hears. An unconscious creature automatically fails its save but
|
|||
|
|
only hears (it sees nothing). You can't see through the eyes of a
|
|||
|
|
blinded creature or hear through the ears of a deafened creature. If the
|
|||
|
|
creature is dead or protected from divination magic, this feature has no
|
|||
|
|
effect. While using this feature, you become blinded and deafened to
|
|||
|
|
your surroundings. On a successful save, a creature is immune to this
|
|||
|
|
feature for 24 hours.]</p>
|
|||
|
|
<h3>Potent Premonitions</h3>
|
|||
|
|
<p>[Starting at 8th level, your premonitions are more powerful. Your
|
|||
|
|
Unfickle Fate feature now lasts up to 8 hours. In addition, you gain one
|
|||
|
|
premonition per long rest. Roll a d20. Before the end of your next long
|
|||
|
|
rest, you can choose to replace any roll made by a creature within 30
|
|||
|
|
feet that you can see with the result of this d20 roll.]</p>
|
|||
|
|
<h3>Channel Divinity: All-Powerful Oracle</h3>
|
|||
|
|
<p>[Starting at 17th level, your ability to see from the perspective of
|
|||
|
|
another creature using Channel Divinity reaches its ultimate form. As
|
|||
|
|
long as the creature you name is alive and on the same plane of
|
|||
|
|
existence, it makes a Wisdom saving throw. On a failure, you can see and
|
|||
|
|
hear everything the creature sees and hears for up to a number of
|
|||
|
|
minutes equal to your Wisdom modifier (minimum 1 minute).]</p>
|
|||
|
|
<p>[In addition, you can access all of the creature's memories and
|
|||
|
|
knowledge related to a single object, place, person, or subject. The
|
|||
|
|
subject and place must be somewhat specific. ]</p>
|
|||
|
|
<p>[You can't see through the eyes of a blinded creature or hear through
|
|||
|
|
the ears of a deafened creature. If the creature is dead or protected
|
|||
|
|
from divination magic, this feature has no effect. An unconscious
|
|||
|
|
creature automatically fails its saving throw and you may hear what it
|
|||
|
|
hears and access its knowledge. While using this feature, you become
|
|||
|
|
blinded and deafened to your surroundings. On a successful save, a
|
|||
|
|
creature is immune to this feature for 24 hours.]</p>
|
|||
|
|
<h2>Sun Priest</h2>
|
|||
|
|
<p>TABLE: SUN PRIEST ARCHETYPE SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>CLERIC LEVEL SPELLS
|
|||
|
|
1 burning hands, faerie fire
|
|||
|
|
3 continual flame, scorching ray
|
|||
|
|
5 darklight, fireball
|
|||
|
|
7 fire shield, wall of fire
|
|||
|
|
9 creation, wall of force</p>
|
|||
|
|
<hr />
|
|||
|
|
<h3>Favored Illumination</h3>
|
|||
|
|
<p>[Starting at 1st level when you choose this archetype, you learn the
|
|||
|
|
]dancing lights, light, or [produce
|
|||
|
|
flame][ cantrip. This does not count against your number of known
|
|||
|
|
cantrips.]</p>
|
|||
|
|
<h3>Flash Fight</h3>
|
|||
|
|
<p>[Also at 1st level, you can use an action to touch a hostile creature
|
|||
|
|
within your reach, gently illuminating it with your divine will and
|
|||
|
|
granting advantage on attacks made against it before the start of your
|
|||
|
|
next turn.]</p>
|
|||
|
|
<p>[Alternatively, you can use an action to touch an ally within reach,
|
|||
|
|
surrounding them with a coruscating shimmer of bright light. Until the
|
|||
|
|
start of your next turn, creatures have disadvantage on attack rolls
|
|||
|
|
against the touched ally.]</p>
|
|||
|
|
<p>[You can use this feature a number of times equal to your Wisdom
|
|||
|
|
modifier, regaining all expended uses when you finish a long rest.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Channel Divinity: Radiant Burst</h3>
|
|||
|
|
<p>[Starting at 2nd level, you can use an action to clutch your holy symbol
|
|||
|
|
and emit a bright blast. In addition to dispelling any magical darkness
|
|||
|
|
within 30 feet, creatures of your choice within 30 feet must succeed on
|
|||
|
|
a Constitution saving throw or be blinded by the light for 1 minute. A
|
|||
|
|
blinded creature can repeat the saving throw at the end of each of its
|
|||
|
|
turns, ending the effect on itself on a success.]</p>
|
|||
|
|
<p>[Alternatively, you can choose to make the light more harmful. On a
|
|||
|
|
failed saving throw, a creature takes radiant damage equal to 2d10 +
|
|||
|
|
your cleric level instead of being blinded, or half damage on a
|
|||
|
|
success.]</p>
|
|||
|
|
<h3>Fierce Flash</h3>
|
|||
|
|
<p>[Starting at 6th level, you can use Flash Fight on creatures within 30
|
|||
|
|
feet of you, in addition to creatures you can touch.]</p>
|
|||
|
|
<h3>Harness the Flame</h3>
|
|||
|
|
<p>[Starting at 8th level, when you deal damage with a cleric cantrip or a
|
|||
|
|
weapon, you deal additional fire or radiant damage equal to your Wisdom
|
|||
|
|
modifier (minimum +1). You must choose the damage type at the beginning
|
|||
|
|
of each long rest, and can't change it until you have finished another
|
|||
|
|
long rest.]</p>
|
|||
|
|
<h3>Channel Divinity: Summon the Stars</h3>
|
|||
|
|
<p>[Starting at 17th level, you can use an action to choose an object or
|
|||
|
|
creature you can see within 60 feet. For 1 minute, the target emits
|
|||
|
|
bright light in a 60-foot radius and dim light for an additional 30
|
|||
|
|
feet. When a creature starts its turn within 30 feet of the target or
|
|||
|
|
first enters a space within 30 feet of the target on its turn, it must
|
|||
|
|
succeed on a Constitution saving throw or be blinded for 1 minute. A
|
|||
|
|
blinded creature can repeat the saving throw at the end of each of its
|
|||
|
|
turns, ending the effect on itself on a success.]</p>
|
|||
|
|
<p>[The first time you use this feature per long rest, each creature
|
|||
|
|
within 30 feet of the target takes 12d6 radiant damage on a failed save,
|
|||
|
|
or half damage on a success. Magical auras within the light's radius
|
|||
|
|
become visible, shedding dim light in a 5-foot radius for 1 hour. An
|
|||
|
|
invisible creature that fails its saving throw against the radiant
|
|||
|
|
damage is also revealed, and it sheds dim light in a 5-foot radius for 1
|
|||
|
|
hour.]</p>
|
|||
|
|
<h2>Warpriest</h2>
|
|||
|
|
<p>TABLE: WARPRIEST SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>CLERIC LEVEL SPELLS
|
|||
|
|
1 divine favor, inflict wounds
|
|||
|
|
3 blur, spiritual weapon
|
|||
|
|
5 crushing haymaker, spirit guardians
|
|||
|
|
7 fire shield, stoneskin
|
|||
|
|
9 antilife shell, warrior's instincts</p>
|
|||
|
|
<hr />
|
|||
|
|
<h3>Boon of the Protector</h3>
|
|||
|
|
<p>[Starting at 1st level when you choose this archetype, when a creature
|
|||
|
|
within your reach hits you or an ally with a melee weapon attack, you
|
|||
|
|
can use your reaction to make a melee weapon attack against it.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Fighting Fit</h3>
|
|||
|
|
<p>[Also at 1st level, you gain proficiency with all armors and weapons,
|
|||
|
|
except for rare weapons.]</p>
|
|||
|
|
<h3>Channel Divinity: Blessed Proficiency</h3>
|
|||
|
|
<p>[Starting at 2nd level, you can use Channel Divinity to gain proficiency
|
|||
|
|
with improvised weapons or one rare weapon until the end of your next
|
|||
|
|
long rest.]</p>
|
|||
|
|
<h3>Clerical Precision</h3>
|
|||
|
|
<p>[Starting at 6th level, whenever you miss with a melee weapon or melee
|
|||
|
|
spell attack, you gain advantage on your next melee weapon or melee
|
|||
|
|
spell attack.]</p>
|
|||
|
|
<h3>Boon of Fury</h3>
|
|||
|
|
<p>[Starting at 8th level, your weapon attacks deal extra damage equal to
|
|||
|
|
your Wisdom modifier (minimum +1). In addition, when you hit a target
|
|||
|
|
with a weapon attack, you can infuse divine power into the attack to
|
|||
|
|
deal an extra 1d8 radiant damage. You can infuse divine power into an
|
|||
|
|
attack a number of times equal to your Wisdom modifier (minimum one
|
|||
|
|
time), regaining all expended uses when you finish a long rest.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Boon of Resistance</h3>
|
|||
|
|
<p>[Starting at 17th level, after each long rest you can choose to gain
|
|||
|
|
resistance either to bludgeoning, piercing and slashing damage from
|
|||
|
|
nonmagical weapons or to magical bludgeoning, magical piercing, or
|
|||
|
|
magical slashing damage.]</p>
|
|||
|
|
<h1>Cleric Spell List</h1>
|
|||
|
|
<p>As a cleric you can choose from the following spells.</p>
|
|||
|
|
<h2>Cantrips</h2>
|
|||
|
|
<p>Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
|||
|
|
unarmed strikes.]</p>
|
|||
|
|
<p>Guidance [(div): A creature you touch gains an expertise die
|
|||
|
|
on an ability check of its choosing.]</p>
|
|||
|
|
<p>Light (evo): Enchant one object to emit light.</p>
|
|||
|
|
<p>Mending [(tra): Perform simple repairs on an object.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Pestilence (cjr): [Fill a 10-foot sphere with
|
|||
|
|
biting insects that damage creatures and some objects.]</p>
|
|||
|
|
<p>Sacred Flame [(evo): Use radiant energy to scorch an
|
|||
|
|
enemy.]</p>
|
|||
|
|
<p>Spare the Dying [(nec): Stabilize a dying creature with a
|
|||
|
|
jolt of healing energy.]</p>
|
|||
|
|
<p>Thaumaturgy [(tra): Manifest a minor magical effect to
|
|||
|
|
display divine power.]</p>
|
|||
|
|
<h2>1st-Level</h2>
|
|||
|
|
<p>Bane [(enc): Cause enemies to be distracted from their
|
|||
|
|
attacks.]</p>
|
|||
|
|
<p>Bless [(enc): Bless a number of creatures, improving their
|
|||
|
|
attack rolls and saving throws.]</p>
|
|||
|
|
<p>Calculated Retribution [(abj): Surround yourself with a
|
|||
|
|
dampening magical field and collect the energy of your foes' attacks to
|
|||
|
|
use against them.]</p>
|
|||
|
|
<p>Ceremony [(evo): Perform a religious ceremony for a funeral,
|
|||
|
|
last rites, offering, purification, or rite of passage.]</p>
|
|||
|
|
<p>Command [(enc): Compel a creature to follow a one-word
|
|||
|
|
command.]</p>
|
|||
|
|
<p>Corpse Explosion [(evo): Make a corpse explode in a
|
|||
|
|
poisonous cloud.]</p>
|
|||
|
|
<p>Create or Destroy Water [(tra): Create or destroy up to 10
|
|||
|
|
gallons of water.]</p>
|
|||
|
|
<p>Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
|||
|
|
spellcasting ability modifier.]</p>
|
|||
|
|
<p>Detect Evil and Good [(div): Sense the presence and nature
|
|||
|
|
of otherworldly influences.]</p>
|
|||
|
|
<p>Detect Magic [(div): Sense the presence and school of
|
|||
|
|
magical auras.]</p>
|
|||
|
|
<p>Detect Poison and Disease [(div): Sense the presence of and
|
|||
|
|
identify poisons and diseases.]</p>
|
|||
|
|
<p>Guiding Bolt [(evo): Attack a creature with a bolt of
|
|||
|
|
radiant energy that guides the attack of an ally.]</p>
|
|||
|
|
<p>Healing Word [(evo): Restore a small number of hit points to
|
|||
|
|
a creature at range with only a word.]</p>
|
|||
|
|
<p>Inflict Wounds [(nec): Assail a creature with necrotic
|
|||
|
|
energy.]</p>
|
|||
|
|
<p>Protection from Evil and Good [(abj): Protect a creature
|
|||
|
|
from certain creature types.]</p>
|
|||
|
|
<p>Sanctuary [(abj): Guard one creature against attacks.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Shield of Faith [(abj): Bestow holy protection upon a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Traveler's Ward [(abj): Protect a creature from
|
|||
|
|
pickpockets.]</p>
|
|||
|
|
<p>Wind Up [(evo): Magically ensure that your next melee attack
|
|||
|
|
strikes true.]</p>
|
|||
|
|
<h2>2nd-Level</h2>
|
|||
|
|
<p>Aid (abj): Boost the hit points of allies.</p>
|
|||
|
|
<p>Augury (div): Consult fate.</p>
|
|||
|
|
<p>Blindness/Deafness [(nec): Strike a creature blind or
|
|||
|
|
deaf.]</p>
|
|||
|
|
<p>Calm Emotions [(enc): Suppress strong and harmful emotions,
|
|||
|
|
negating effects or sapping aggression.]</p>
|
|||
|
|
<p>Continual Flame [(evo): Create a torch-like flame that can't
|
|||
|
|
be extinguished.]</p>
|
|||
|
|
<p>Enhance Ability [(tra): Increase the effectiveness of one
|
|||
|
|
ability score for a creature.]</p>
|
|||
|
|
<p>Find Traps (div): Know whether traps are present.</p>
|
|||
|
|
<p>Force of Will [(abj): Reduce the damage dealt by an
|
|||
|
|
attack.]</p>
|
|||
|
|
<p>Gentle Repose [(nec): Prevent a corpse from decaying or
|
|||
|
|
being raised as undead.]</p>
|
|||
|
|
<p>Hold Person (enc): Paralyze a humanoid.</p>
|
|||
|
|
<p>Lesser Restoration [(abj): Remove one affliction from a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Locate Object [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby object.]</p>
|
|||
|
|
<p>Mental Grip (cjr): [Conjure extensions
|
|||
|
|
of your own mental fortitude to keep your foes at bay.]</p>
|
|||
|
|
<p>Prayer of Healing [(evo): Heal up to six creatures during a
|
|||
|
|
short rest.]</p>
|
|||
|
|
<p>Protection from Energy [(abj): Grant a creature resistance
|
|||
|
|
to one damage type of your choice.]</p>
|
|||
|
|
<p>Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
|||
|
|
at up to three creatures.]</p>
|
|||
|
|
<p>Silence [(ill): Create a bubble of magical silence.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Soulwrought Fists [(tra): Harden a creature's hands with
|
|||
|
|
inner power, turning dexterous fingers into magical iron cudgels.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Spiritual Weapon [(evo): Conjure a floating, incandescent
|
|||
|
|
weapon to attack enemies with a bonus action.]</p>
|
|||
|
|
<p>Warding Bond [(abj): Forge a mystical bond with a willing
|
|||
|
|
creature that grants them several benefits, but you take the damage
|
|||
|
|
being prevented from harming it.]</p>
|
|||
|
|
<p>Zone of Truth [(enc): Create a zone that minimizes spoken
|
|||
|
|
deceptions.]</p>
|
|||
|
|
<h2>3rd-Level</h2>
|
|||
|
|
<p>Animate Dead [(nec): Create undead to do your bidding.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Beacon of Hope [(abj): Fill a creature with hope and
|
|||
|
|
vitality, improving saving throws and healing.]</p>
|
|||
|
|
<p>Bestow Curse [(nec): Lay a curse upon a creature, giving it
|
|||
|
|
potentially long-lasting penalties.]</p>
|
|||
|
|
<p>Blood-Writ Bargain (cjr): [Create a pact
|
|||
|
|
enforced by celestials or fiends.]</p>
|
|||
|
|
<p>Clairvoyance [(div): Create a sensor at a distance, allowing
|
|||
|
|
you to see or hear through it.]</p>
|
|||
|
|
<p>Create Food and Water [(cjr): Conjure food and water to
|
|||
|
|
sustain one or more humanoids.]</p>
|
|||
|
|
<p>Crushing Haymaker [(evo): Deliver a devastating strike that
|
|||
|
|
deals thunder damage and lays your target low.]</p>
|
|||
|
|
<p>Daylight [(evo): Fill an area with magical daylight.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Dispel Magic (abj): End ongoing magical effects.</p>
|
|||
|
|
<p>Glyph of Warding [(abj): Create a magical trap, storing a
|
|||
|
|
spell or burst of harmful energy within a rune.]</p>
|
|||
|
|
<p>Mass Healing Word [(evo): Heal up to six allies for a small
|
|||
|
|
amount.]</p>
|
|||
|
|
<p>Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Revivify [(nec): Restore life to a creature that has been
|
|||
|
|
dead for less than a minute.]</p>
|
|||
|
|
<p>Sending [(evo): Send a short message to another creature, no
|
|||
|
|
matter their location.]</p>
|
|||
|
|
<p>Speak with Dead [(nec): Call forth memories from a corpse,
|
|||
|
|
compelling it to answer questions.]</p>
|
|||
|
|
<p>Spirit Guardians (cjr): [Spectral spirits
|
|||
|
|
surround you, damaging and slowing enemies in the area.]</p>
|
|||
|
|
<p>Tongues [(div): Understand any heard language and be
|
|||
|
|
understood by others you speak to.]</p>
|
|||
|
|
<h2>4th-Level</h2>
|
|||
|
|
<p>Banishment [(abj): Send a creature to another plane.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Control Water [(tra): A body of water moves at your
|
|||
|
|
command.]</p>
|
|||
|
|
<p>Death Ward [(abj): Grant a creature a one-time escape from
|
|||
|
|
death.]</p>
|
|||
|
|
<p>Divination [(div): Ask a higher power about the future.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Freedom of Movement [(abj): Free a creature from most
|
|||
|
|
constraints on its movement.]</p>
|
|||
|
|
<p>Locate Creature [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby creature.]</p>
|
|||
|
|
<p>Stone Shape [(tra): Reshape stone into something beneficial,
|
|||
|
|
like a weapon or door.]</p>
|
|||
|
|
<h2>5th-Level</h2>
|
|||
|
|
<p>Commune [(div): Reach out to beyond the realms material to
|
|||
|
|
answer your questions.]</p>
|
|||
|
|
<p>Contagion (nec): Afflict a creature with disease.</p>
|
|||
|
|
<p>Dispel Evil and Good [(abj): Gain protection from
|
|||
|
|
otherworldly foes and abilities to combat them.]</p>
|
|||
|
|
<p>Flame Strike [(evo): Call forth flames that descend from on
|
|||
|
|
high.]</p>
|
|||
|
|
<p>Geas [(enc): Give a creature a command with an extremely
|
|||
|
|
long duration.]</p>
|
|||
|
|
<p>Greater Restoration [(abj): Restore a creature and remove a
|
|||
|
|
powerful debilitating effect.]</p>
|
|||
|
|
<p>Hallow [(evo): Imbue an area with powerful protections that
|
|||
|
|
help or hinder creatures of your choice.]</p>
|
|||
|
|
<p>Insect Plague (cjr): [Summon a biting,
|
|||
|
|
stinging swarm of insects.]</p>
|
|||
|
|
<p>Legend Lore [(div): Magically obtain knowledge about a
|
|||
|
|
creature or topic.]</p>
|
|||
|
|
<p>Mass Cure Wounds [(evo): Heal several allies a moderate
|
|||
|
|
amount.]</p>
|
|||
|
|
<p>Planar Binding [(abj): Force a creature from another plane
|
|||
|
|
of existence to become your servant.]</p>
|
|||
|
|
<p>Raise Dead [(nec): Return a recently dead creature to
|
|||
|
|
life.]</p>
|
|||
|
|
<p>Scrying [(div): Observe a creature on the same plane of
|
|||
|
|
existence as you.]</p>
|
|||
|
|
<p>Storm Kick [(tra): Travel across the battlefield to deliver
|
|||
|
|
a thunderous kick.]</p>
|
|||
|
|
<h2>6th-Level</h2>
|
|||
|
|
<p>Blade Barrier [(evo): Create an offensive and defensive wall
|
|||
|
|
of slashing blades.]</p>
|
|||
|
|
<p>Create Undead [(nec): Raise three or fewer humanoid corpses
|
|||
|
|
as ghouls.]</p>
|
|||
|
|
<p>Find the Path [(div): Know the way to a location of your
|
|||
|
|
choice.]</p>
|
|||
|
|
<p>Forbiddance [(abj): Protect an area against magical travel
|
|||
|
|
and damage certain trespassing creatures.]</p>
|
|||
|
|
<p>Harm [(nec): Wither a creature, dealing damage and reducing
|
|||
|
|
its maximum health.]</p>
|
|||
|
|
<p>Heal [(evo): Channel positive energy into a creature,
|
|||
|
|
restoring a large number of hit points and removing negative
|
|||
|
|
conditions.]</p>
|
|||
|
|
<p>Heroes' Feast (cjr): [Create a fabulous feast
|
|||
|
|
that feeds and bolsters those that eat it.]</p>
|
|||
|
|
<p>Planar Ally (cjr): [Entreat cosmic forces for
|
|||
|
|
assistance and summon forth an ally---for a price.]</p>
|
|||
|
|
<p>True Seeing [(div): Grant truesight to one creature,
|
|||
|
|
allowing it to notice secret doors hidden by magic and see into the
|
|||
|
|
Ethereal Plane.]</p>
|
|||
|
|
<p>Word of Recall (cjr): [You and up to five
|
|||
|
|
willing creatures instantly teleport to a previously designated
|
|||
|
|
sanctuary.]</p>
|
|||
|
|
<p>Wormway [(enc): Call forth a purple worm that carries you
|
|||
|
|
and up to 50 creatures across a vast distance.]</p>
|
|||
|
|
<h2>7th-Level</h2>
|
|||
|
|
<p>Angel Paradox [(evo): Deal 40 radiant damage that ignores
|
|||
|
|
resistances and protects a corpse from being turned into undead.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Conjure Celestial (cjr): [Summon an angelic
|
|||
|
|
being to your aid.]</p>
|
|||
|
|
<p>Divine Word [(evo): Hamper and possibly destroy otherworldly
|
|||
|
|
foes.]</p>
|
|||
|
|
<p>Enrage Architecture [(tra): Animate a building and make it
|
|||
|
|
lash out at its inhabitants and surroundings.]</p>
|
|||
|
|
<p>Etherealness [(tra): Enter the border of the Ethereal
|
|||
|
|
Plane.]</p>
|
|||
|
|
<p>Plane Shift (cjr): [Transport yourself and
|
|||
|
|
allies to another plane of existence or banish an enemy there.]</p>
|
|||
|
|
<p>Regenerate [(tra): Cause a creature to heal itself and
|
|||
|
|
regrow lost limbs over time.]</p>
|
|||
|
|
<p>Resurrection [(nec): Return a long-dead creature to
|
|||
|
|
life.]</p>
|
|||
|
|
<p>Symbol [(abj): Inscribe a potent arcane glyph, setting a
|
|||
|
|
magical trap for unsuspecting creatures.]</p>
|
|||
|
|
<h2>8th-Level</h2>
|
|||
|
|
<p>Antimagic Field [(abj): Negate magic within a small
|
|||
|
|
area.]</p>
|
|||
|
|
<p>Control Weather [(tra): Alter the weather in a 5-mile
|
|||
|
|
radius.]</p>
|
|||
|
|
<p>Earthquake [(evo): Shake the ground to damage creatures and
|
|||
|
|
structures.]</p>
|
|||
|
|
<p>Holy Aura [(abj): Create a powerful aura that aids allies
|
|||
|
|
and hinders outsiders.]</p>
|
|||
|
|
<h2>9th-Level</h2>
|
|||
|
|
<p>Astral Projection (nec): Travel the astral plane.</p>
|
|||
|
|
<p>Gate (cjr): [Create a portal to another
|
|||
|
|
plane.]</p>
|
|||
|
|
<p>Mass Heal [(evo): Share 700 points of healing amongst any
|
|||
|
|
number of allies.]</p>
|
|||
|
|
<p>True Resurrection [(nec): Return to life a creature that has
|
|||
|
|
been dead up to 200 years without any of its remains.]</p>
|
|||
|
|
<h1>Druid</h1>
|
|||
|
|
<p>TABLE: DRUID</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL PROFICIENCY BONUS FEATURES WILD SHAPES KNOWN SECRETS KNOWN
|
|||
|
|
1st +2 Druidic Training, Secrets of Nature, Spellcasting --- 2
|
|||
|
|
2nd +2 Druid Archetype, Nature's Bond, Wild Shape 3 2
|
|||
|
|
3rd +2 Natural Demeanor 3 2
|
|||
|
|
4th +2 Ability Score Improvement, Wild Shape Improvement 4 2
|
|||
|
|
5th +3 --- 4 3
|
|||
|
|
6th +3 Druid Archetype Feature 5 3
|
|||
|
|
7th +3 Druidic Lore 5 3
|
|||
|
|
8th +3 Ability Score Improvement, Wild Shape Improvement 6 3
|
|||
|
|
9th +4 Ferocity or Serenity 6 4
|
|||
|
|
10th +4 Druid Archetype Feature 7 4
|
|||
|
|
11th +4 Improved Natural Bond 7 4
|
|||
|
|
12th +4 Ability Score Improvement, Wild Shape Improvement 8 4
|
|||
|
|
13th +5 --- 8 5
|
|||
|
|
14th +5 Druid Archetype Feature 9 5
|
|||
|
|
15th +5 Harmonize or Tyrannize 9 5
|
|||
|
|
16th +5 Ability Score Improvement, Wild Shape Improvement 10 5
|
|||
|
|
17th +6 --- 10 6
|
|||
|
|
18th +6 Greater Natural Bond 11 6
|
|||
|
|
19th +6 Ability Score Improvement 11 6
|
|||
|
|
20th +6 Archdruid, Wild Shape Improvement 12 6</p>
|
|||
|
|
<hr />
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: DRUID SPELLS SPELL SLOTS PER LEVEL <br />
|
|||
|
|
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
|||
|
|
1st 2 2 --- --- --- --- --- --- --- ---
|
|||
|
|
2nd 2 3 --- --- --- --- --- --- --- ---
|
|||
|
|
3rd 2 4 2 --- --- --- --- --- --- ---
|
|||
|
|
4th 3 4 3 --- --- --- --- --- --- ---
|
|||
|
|
5th 3 4 3 2 --- --- --- --- --- ---
|
|||
|
|
6th 3 4 3 3 --- --- --- --- --- ---
|
|||
|
|
7th 3 4 3 3 1 --- --- --- --- ---
|
|||
|
|
8th 3 4 3 3 2 --- --- --- --- ---
|
|||
|
|
9th 3 4 3 3 3 1 --- --- --- ---
|
|||
|
|
10th 4 4 3 3 3 2 --- --- --- ---
|
|||
|
|
11th 4 4 3 3 3 2 1 --- --- ---
|
|||
|
|
12th 4 4 3 3 3 2 1 --- --- ---
|
|||
|
|
13th 4 4 3 3 3 2 1 1 --- ---
|
|||
|
|
14th 4 4 3 3 3 2 1 1 --- ---
|
|||
|
|
15th 4 4 3 3 3 2 1 1 1 ---
|
|||
|
|
16th 4 4 3 3 3 2 1 1 1 ---
|
|||
|
|
17th 4 4 3 3 3 2 1 1 1 1
|
|||
|
|
18th 4 4 3 3 3 3 1 1 1 1
|
|||
|
|
19th 4 4 3 3 3 3 2 1 1 1
|
|||
|
|
20th 4 4 3 3 3 3 2 2 1 1</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d8 per druid level</p>
|
|||
|
|
<p>Hit Points at 1st Level:[ 8 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels: [1d8 (or 5) + your
|
|||
|
|
Constitution modifier per druid level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: [Light armor, medium armor, shields (you are never
|
|||
|
|
proficient with metal armors or shields)]</p>
|
|||
|
|
<p>Weapons: [Blowguns, clubs, daggers, darts, javelins, maces,
|
|||
|
|
quarterstaffs, scimitars, scythes, sickles, slings, spears]</p>
|
|||
|
|
<p>Tools: Herbalism kit</p>
|
|||
|
|
<p>Saving Throws: Strength, Wisdom</p>
|
|||
|
|
<p>Skills: [Choose two from Arcana, Animal Handling, Insight,
|
|||
|
|
Medicine, Perception, Religion, and Survival]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 115 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Hermit's Set (Cost 107 gp): [Quarterstaff, hide, light
|
|||
|
|
shield, herbalism kit, priest's pack, focus tattoo nature focus,
|
|||
|
|
tent (one person), healer's satchel]</li>
|
|||
|
|
<li>Forager's Set (Cost 98 gp):[ Blowgun with 50 needles,
|
|||
|
|
sickle, padded leather, explorer's pack, healer's satchel, herbalism
|
|||
|
|
kit, ironwood acorn, poisoner's kit, staff nature focus]</li>
|
|||
|
|
<li>Survivor's Set (Cost 114 gp):[ 4 javelins, spear, bone
|
|||
|
|
breastplate, medium shield, explorer's pack, hunting trap, totem
|
|||
|
|
nature focus]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Secrets of Nature</h2>
|
|||
|
|
<p>[At 1st level you gain two secrets of nature of your choice, detailed at
|
|||
|
|
the end of the class description. The Secrets Known column of the Druid
|
|||
|
|
table shows when you learn more secrets of nature.]</p>
|
|||
|
|
<h2>Druidic Training</h2>
|
|||
|
|
<p>Also at 1st level, you gain proficiency in the Nature skill.</p>
|
|||
|
|
<p>[You can speak, sign, and understand the secret language Druidic. You
|
|||
|
|
can write in Druidic, which looks like random scratches to non-speakers.
|
|||
|
|
Non-Druidic speakers can spot Druidic and discern that it is writing
|
|||
|
|
with a successful DC 15 Perception check but can't read it without
|
|||
|
|
magic.]</p>
|
|||
|
|
<h2>Spellcasting</h2>
|
|||
|
|
<h3>Cantrips</h3>
|
|||
|
|
<p>You learn two druid cantrips of your choice at 1st level and additional
|
|||
|
|
druid cantrips at higher levels, as shown in the Cantrips Known column
|
|||
|
|
of the Druid Spells table. You also know the
|
|||
|
|
druidcraft cantrip.</p>
|
|||
|
|
<h3>Preparing and Casting Spells</h3>
|
|||
|
|
<p>[To prepare druid spells to make them available to cast, choose a number
|
|||
|
|
of spells equal to your Wisdom modifier + your druid level (minimum of
|
|||
|
|
one spell) from the druid spell list. You can't prepare a spell with a
|
|||
|
|
higher level than your highest-level spell slot.]</p>
|
|||
|
|
<p>[To cast a druid spell, you must spend a spell slot of the spell's level
|
|||
|
|
or higher. The Druid Spells table shows how many spell slots you have to
|
|||
|
|
cast your druid spells. You regain all expended spell slots when you
|
|||
|
|
finish a long rest.]</p>
|
|||
|
|
<p>[Casting spells doesn't remove them from your list of prepared
|
|||
|
|
spells.]</p>
|
|||
|
|
<p>[During a long rest, you can change your list of prepared spells by
|
|||
|
|
meditating.]</p>
|
|||
|
|
<h3>Spellcasting Ability</h3>
|
|||
|
|
<p>[Wisdom is your spellcasting ability for your druid spells. You use your
|
|||
|
|
Wisdom whenever a spell refers to your spellcasting ability. In
|
|||
|
|
addition, you use your Wisdom modifier to set the attack bonus and
|
|||
|
|
saving throw DC for your druid spells, as follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your Wisdom
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your
|
|||
|
|
Wisdom modifier]</p>
|
|||
|
|
<h3>Ritual Casting</h3>
|
|||
|
|
<p>[You can cast a druid spell you know as a ritual if that spell can be
|
|||
|
|
cast as a ritual. ]</p>
|
|||
|
|
<h3>Spellcasting Focus</h3>
|
|||
|
|
<p>[When casting a druid spell, you can use a nature focus as your
|
|||
|
|
spellcasting focus.]</p>
|
|||
|
|
<h2>Druid Archetype</h2>
|
|||
|
|
<p>[At 2nd level, you choose a circle of druids to identify with. Your
|
|||
|
|
choice grants you features at 2nd level and again at 6th, 10th, and 14th
|
|||
|
|
level.]</p>
|
|||
|
|
<h2>Wild Shape</h2>
|
|||
|
|
<p>[At 2nd level, you know 3 wild shapes of your choice for creatures of CR
|
|||
|
|
1/2 or less that have the beast or plant type. You learn additional and
|
|||
|
|
more powerful wild shapes of your choice at higher levels, as shown in
|
|||
|
|
the Wild Shapes Known column of the Druid table.]</p>
|
|||
|
|
<p>[Whenever you gain a level in this class, you can replace one of the
|
|||
|
|
wild shapes you know with a new one.]</p>
|
|||
|
|
<p>[As an action you can magically assume one of your known wild shapes.
|
|||
|
|
You can use this feature a number of times equal to your proficiency
|
|||
|
|
bonus. You regain expended uses when you finish a long rest.]</p>
|
|||
|
|
<p>[Whenever you use your Wild Shape feature to transform into a creature,
|
|||
|
|
you gain a number of temporary hit points equal to 1d4 × the creature's
|
|||
|
|
CR (minimum 1d4).]</p>
|
|||
|
|
<p>[You can stay in a wild shape for a number of hours equal to your druid
|
|||
|
|
level. You then revert to your normal form unless you expend another use
|
|||
|
|
of this feature. You can revert to your normal form earlier by using a
|
|||
|
|
bonus action on your turn. You automatically revert if you fall
|
|||
|
|
unconscious, drop to 0 hit points, or die.]</p>
|
|||
|
|
<p>While you are transformed, the following</p>
|
|||
|
|
<p>rules apply:</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You use the statistics of the creature, except you retain your hit
|
|||
|
|
points and hit dice, personality, the ability to speak and
|
|||
|
|
understand any languages you know, and your 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 a higher bonus to a skill or saving throw, you
|
|||
|
|
may use the creature's bonus instead.]</li>
|
|||
|
|
<li>[You gain all of the wild shape's senses, movement speeds,
|
|||
|
|
resistances, immunities, vulnerabilities, traits, actions, and
|
|||
|
|
attacks. If you use a creature's Multiattack action, you can't make
|
|||
|
|
any further attacks that turn, even if another feature would
|
|||
|
|
normally allow you to do so.]</li>
|
|||
|
|
<li>[While in a wild shape, your Armor Class equals 12 + 1/4 your druid
|
|||
|
|
level, as shown on the Wild Shapes table. If your wild shape would
|
|||
|
|
have a higher AC, you may use that instead.]</li>
|
|||
|
|
<li>[While in a wild shape, you can only cast spells with a range of
|
|||
|
|
Self or Touch. You can perform the verbal and somatic components of
|
|||
|
|
such spells while in a wild shape, and your wild shape itself acts
|
|||
|
|
as your spellcasting focus. Transforming doesn't break your
|
|||
|
|
concentration on a spell you've already cast, nor does it prevent
|
|||
|
|
you from taking actions that are part of a spell, such as
|
|||
|
|
]call lightning, that you've already cast.</li>
|
|||
|
|
<li>[You retain the benefit of any features from your class, destiny, or
|
|||
|
|
culture and can use them if your wild shape is physically capable of
|
|||
|
|
doing so. However, you can't utilize any features gained from your
|
|||
|
|
heritage or heritage gift while in a wild shape.]</li>
|
|||
|
|
<li>[Any equipment you are wearing or wielding merges into your new
|
|||
|
|
form. Equipment that merges with your form has no effect until you
|
|||
|
|
leave the form.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>TABLE: WILD SHAPES</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL MAX CR ARMOR CLASS EXAMPLE
|
|||
|
|
2nd 1/2 12 Ape
|
|||
|
|
4th 1 13 Giant Eagle
|
|||
|
|
8th 2 14 Awakened Tree
|
|||
|
|
12th 3 15 Giant Scorpion
|
|||
|
|
16th 4 16 Elephant
|
|||
|
|
20th 5 17 Triceratops</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2>Nature's Bond</h2>
|
|||
|
|
<p>[Also at 2nd level, nature provides you with the ability to summon its
|
|||
|
|
minor spirits. As an action, you can expend a use of your Wild Shape
|
|||
|
|
feature to cast the ]find familiar[ spell, without material
|
|||
|
|
components.]</p>
|
|||
|
|
<p>[Familiars summoned in this way are fey instead of beasts, and they
|
|||
|
|
disappear after a number of hours equal to half your druid level.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Natural Demeanor</h2>
|
|||
|
|
<p>At 3rd level, choose one of the following:</p>
|
|||
|
|
<h3>A Way With Animals</h3>
|
|||
|
|
<p>[Beasts understand anything you verbally communicate in Druidic, and you
|
|||
|
|
can comprehend them in return. Beasts can usually give you information
|
|||
|
|
about nearby locations and monsters and whatever they have perceived
|
|||
|
|
within the past day. At the Narrator's discretion, you might be able to
|
|||
|
|
persuade a beast to perform a small task. In addition, you gain an
|
|||
|
|
expertise die on Animal Handling checks.]</p>
|
|||
|
|
<h3>Firsthand Naturalist</h3>
|
|||
|
|
<p>[You gain an expertise die on Nature checks. In addition, you can use
|
|||
|
|
Wisdom when making Nature checks.]</p>
|
|||
|
|
<h3>Leyline Awareness</h3>
|
|||
|
|
<p>[While you are on the Material Plane, you always know the following
|
|||
|
|
information:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Which way is north.</li>
|
|||
|
|
<li>The direction of the nearest forest.</li>
|
|||
|
|
<li>The direction of the nearest natural body of water.</li>
|
|||
|
|
<li>[The direction of the nearest city or other humanoid community.]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
<li>[The general health of the local ecosystem and if anything unnatural
|
|||
|
|
or magical is upsetting the natural order.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Scholar of Old Ways</h3>
|
|||
|
|
<p>[You gain proficiency with Arcana, or if you already have proficiency
|
|||
|
|
you instead gain an expertise die on Arcana checks. In addition, you can
|
|||
|
|
use Wisdom when making Arcana checks.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Druidic Lore</h2>
|
|||
|
|
<p>At 7th level, choose one of the following:</p>
|
|||
|
|
<h3>Druidic Secrets</h3>
|
|||
|
|
<p>[Once between long rests, when you cast a druid spell you can choose to
|
|||
|
|
utilize silent and subtle Druidic motions and signs in place of both the
|
|||
|
|
spell's seen and vocalized components. Creatures that can speak Druidic
|
|||
|
|
recognize these gestures.]</p>
|
|||
|
|
<h3>Toxin Intuition</h3>
|
|||
|
|
<p>[You automatically know if any flora or fauna is poisonous or venomous.
|
|||
|
|
In addition, you gain advantage on checks made to determine if a
|
|||
|
|
foodstuff is poisonous and saving throws against poison.]</p>
|
|||
|
|
<h3>Truthspeaker</h3>
|
|||
|
|
<p>Once between long rests, you can cast the spell [legend
|
|||
|
|
lore][ without expending a spell slot and without material
|
|||
|
|
components.]</p>
|
|||
|
|
<h3>Waste Not</h3>
|
|||
|
|
<p>[With 10 minutes work you can scavenge valuable cuts from the corpse of
|
|||
|
|
a beast, dragon, monstrosity, or plant of CR 1 or higher that has died
|
|||
|
|
within the last hour. If sold to a collector, naturalist, or other
|
|||
|
|
druid, this notable component is worth an amount of gold equal to 5 ×
|
|||
|
|
the creature's CR.]</p>
|
|||
|
|
<h2>Ferocity or Serenity</h2>
|
|||
|
|
<p>At 9th level, choose one of the following:</p>
|
|||
|
|
<h3>Embraced Ferocity</h3>
|
|||
|
|
<p>[You gain a +2 bonus on attack rolls you make while in a wild shape. In
|
|||
|
|
addition, whenever you use Wild Shape to transform into a creature, you
|
|||
|
|
gain a number of temporary hit points equal to 1d8 × the creature's CR
|
|||
|
|
(minimum 1d8) instead of 1d4 × CR.]</p>
|
|||
|
|
<h3>Embraced Serenity</h3>
|
|||
|
|
<p>[You have advantage on Constitution checks and savings throws made to
|
|||
|
|
maintain concentration on a spell. In addition, as a bonus action you
|
|||
|
|
can expend a use of your Wild Shape feature to recover an expended spell
|
|||
|
|
slot of 3rd-level or lower, or two uses to recover an expended spell
|
|||
|
|
slot of 6th-level or lower.]</p>
|
|||
|
|
<h2>Improved Natural Bond</h2>
|
|||
|
|
<p>[At 11th level, as an action, you can expend a use of your Wild Shape
|
|||
|
|
feature to cast the ]conjure animals spell.</p>
|
|||
|
|
<h2>Harmonize or Tyrannize</h2>
|
|||
|
|
<p>At 15th level, choose one of the following:</p>
|
|||
|
|
<h3>Harmonize</h3>
|
|||
|
|
<p>[During a short rest, you can choose to meditate and harmonize with your
|
|||
|
|
surroundings. If you do, at the end of the rest you attune to the area
|
|||
|
|
in a 5-mile radius around you. You magically know what types of
|
|||
|
|
creatures are present, their approximate numbers, and if there are any
|
|||
|
|
magics disturbing the natural order in your attuned area. While in your
|
|||
|
|
attuned area, you have blindsight out to a range of 30 feet and
|
|||
|
|
advantage on Nature, Perception, and Survival checks. Once attuned to an
|
|||
|
|
area, you remain attuned for the next 24 hours. You can attune to only
|
|||
|
|
one area at a time.]</p>
|
|||
|
|
<h3>Tyrannize</h3>
|
|||
|
|
<p>[Whenever you transform into a wild shape, you can assume the apex form
|
|||
|
|
of that wild shape. An apex form is one size category larger than the
|
|||
|
|
creature's normal size category (to a maximum of Gargantuan) and any
|
|||
|
|
attack made by an apex form wild shape deals an extra 1d8 damage. In
|
|||
|
|
addition, while in an apex form wild shape you gain an expertise die on
|
|||
|
|
Strength, Dexterity, and Constitution checks and saving throws.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Greater Natural Bond</h2>
|
|||
|
|
<p>[At 18th level your bond expands to encompass the Dreaming. As an
|
|||
|
|
action, you can expend a use of your Wild Shape feature to cast the
|
|||
|
|
]conjure woodland beings[ spell as if using a 6th-level
|
|||
|
|
spell slot.]</p>
|
|||
|
|
<h2>Archdruid</h2>
|
|||
|
|
<p>[At 20th level, you become an extension of nature. Your Wild Shape
|
|||
|
|
feature has no duration. In addition, when you cast a druid spell you
|
|||
|
|
don't need seen or vocalized components or any material components that
|
|||
|
|
have no cost and aren't consumed by the casting. You gain this benefit
|
|||
|
|
in both your normal shape and while using Wild Shape.]</p>
|
|||
|
|
<p>[You also learn to tap into the intricate ebb and flow of life around
|
|||
|
|
you and how to divert it as you see fit. You can cast the spells
|
|||
|
|
]power word kill and [true
|
|||
|
|
resurrection][ without expending a spell slot and without any
|
|||
|
|
material components. Once you cast either spell in this way, you can't
|
|||
|
|
do so again until you finish a long rest.]</p>
|
|||
|
|
<p>[Finally, you can turn nature in its rawest elements into deadly weapons
|
|||
|
|
no matter your form. As a bonus action on your turn, you can choose a
|
|||
|
|
point within 30 feet and one of the following element options. If the
|
|||
|
|
element you choose is not present at or near the target point, damage
|
|||
|
|
dealt by this feature is halved, you have disadvantage on your spell
|
|||
|
|
attack, and creatures have advantage on saving throws made to resist the
|
|||
|
|
effect.]</p>
|
|||
|
|
<p>Air.[ Each creature within 20 feet of the point you choose
|
|||
|
|
must make a Strength saving throw. On a failure, the target takes
|
|||
|
|
bludgeoning damage equal to 3d8 + your Wisdom modifier and is flung up
|
|||
|
|
to 20 feet away from the origin point in a random direction and is
|
|||
|
|
knocked prone. If a thrown target strikes an object, such as a wall or
|
|||
|
|
floor, the target takes an additional 1d8 bludgeoning damage. If the
|
|||
|
|
target is thrown at another creature, that creature must succeed on a
|
|||
|
|
Dexterity saving throw against your spell save DC or it takes the same
|
|||
|
|
damage and is knocked prone. If the saving throw is successful, the
|
|||
|
|
target takes half damage and isn't flung away or knocked prone.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[In addition, all ranged attacks within 30 feet of the origin point are
|
|||
|
|
made with disadvantage until the start of your next turn.]</p>
|
|||
|
|
<p>Earth.[ Clumps of dirt and stone explode outward. Creatures
|
|||
|
|
within 10 feet of the point you choose must make a Strength saving throw
|
|||
|
|
against your spell save DC. On a failure, the target takes 4d8
|
|||
|
|
bludgeoning damage and is knocked prone. On a success, the target takes
|
|||
|
|
half damage and isn't knocked prone.]</p>
|
|||
|
|
<p>Fire.[ Flames roil outward in a burst of inferno. Creatures
|
|||
|
|
within 15 feet of the point you choose take 6d6 fire damage, or half
|
|||
|
|
damage on a successful Dexterity saving throw against your spell save
|
|||
|
|
DC.]</p>
|
|||
|
|
<p>Ice.[ You condense and flash freeze the water from a vast
|
|||
|
|
area above you into a massive boulder that drops down with immense
|
|||
|
|
force. Make a ranged spell attack against a creature directly below the
|
|||
|
|
point you choose. On a hit, you deal the target 4d6 bludgeoning damage
|
|||
|
|
and 4d6 cold damage.]</p>
|
|||
|
|
<p>[In addition, the area in a 20-foot radius around the target becomes
|
|||
|
|
difficult terrain for 1 minute.]</p>
|
|||
|
|
<p>Water.[ You create a 20-foot-tall, 20-foot-wide wave that
|
|||
|
|
travels 30 feet in one direction and then crashes down. Any Large or
|
|||
|
|
smaller objects and creatures in the wave's path make a Strength saving
|
|||
|
|
throw against your spell save DC. On a failure, the target takes 4d8
|
|||
|
|
bludgeoning damage and is carried along with the wave. On a success, the
|
|||
|
|
target takes no damage and isn't moved.]</p>
|
|||
|
|
<p>Wood.[ Splinters appear and fling themselves into flesh and
|
|||
|
|
armor alike. Creatures within 20 feet of the point you choose take 4d6
|
|||
|
|
piercing damage, or half damage on a successful Dexterity saving throw
|
|||
|
|
against your spell save DC.]</p>
|
|||
|
|
<h1>Secrets of Nature</h1>
|
|||
|
|
<p>[When you gain access to a new secret of nature, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Aerial Surveyor</h2>
|
|||
|
|
<p>[By spending a minute to study your surroundings while flying or at
|
|||
|
|
great heights, you can familiarize yourself with a 5-mile-radius area
|
|||
|
|
around you. Once you familiarize yourself with an area, you gain an
|
|||
|
|
expertise die on Perception or Survival checks you make while outdoors
|
|||
|
|
in that area for the next 24 hours, and you can't familiarize yourself
|
|||
|
|
with another area until you finish a long rest.]</p>
|
|||
|
|
<h2>Aquatic Delver</h2>
|
|||
|
|
<p>[You gain a swim speed equal to your Speed and you add your Wisdom
|
|||
|
|
modifier (minimum +1) to the number of minutes you can hold your breath
|
|||
|
|
before suffocating. In addition, while fully submerged in water you gain
|
|||
|
|
blindsight out to a range of 10 feet.]</p>
|
|||
|
|
<h2>Cavern Skulker</h2>
|
|||
|
|
<p>[You always know the actual direction of any sound you hear regardless
|
|||
|
|
of any echoes. In addition, while you are in complete darkness and not
|
|||
|
|
deafened you gain blindsight out to a range of 15 feet.]</p>
|
|||
|
|
<h2>Desert Dweller</h2>
|
|||
|
|
<p>[You are naturally acclimatized to hot weather and extremely high
|
|||
|
|
temperatures. In addition, while in a desert or similar arid environment
|
|||
|
|
you can spend 1 hour scouring the area for food and digging for water to
|
|||
|
|
generate 1 Supply. Once you use this feature to generate Supply, you
|
|||
|
|
can't do so again until you finish a long rest.]</p>
|
|||
|
|
<h2>Eldritch Survivor</h2>
|
|||
|
|
<p>[You can make Survival checks in place of Arcana checks regarding
|
|||
|
|
magical environments, foodstuffs, and creatures, and you gain an
|
|||
|
|
expertise die on any checks made this way.]</p>
|
|||
|
|
<h2>Herbal Apothecary</h2>
|
|||
|
|
<p>[You gain an expertise die on checks made using an herbalism kit and
|
|||
|
|
checks made to locate herbal ingredients. In addition, whenever you
|
|||
|
|
obtain a medicinal or rare herb using an herbalism kit, you gain twice
|
|||
|
|
as many medicinals or rare herbs.]</p>
|
|||
|
|
<h2>Marshland Guide</h2>
|
|||
|
|
<p>[Moving through swamps, bogs, or muddy difficult terrain costs you no
|
|||
|
|
extra movement and you can't become naturally lost while traveling
|
|||
|
|
through marshlands. In addition, you ignore the effects of roughing it
|
|||
|
|
as a result of resting in wet or swampy environments.]</p>
|
|||
|
|
<h2>Master Forager</h2>
|
|||
|
|
<p>[You have advantage on checks made to locate or harvest edible flora in
|
|||
|
|
the wild and gain twice as many Supply as normal when doing so.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Mountain Climber</h2>
|
|||
|
|
<p>[You gain a climb speed equal to your Speed. You gain an expertise die
|
|||
|
|
on Athletics checks made while climbing and you are also acclimated to
|
|||
|
|
high altitudes. In addition, you ignore the effects of roughing it as a
|
|||
|
|
result of resting in rocky or uneven terrain.]</p>
|
|||
|
|
<h2>Tundra Explorer</h2>
|
|||
|
|
<p>[You are naturally acclimatized to cold weather and extremely low
|
|||
|
|
temperatures, you ignore any restrictions to Perception checks imposed
|
|||
|
|
by blizzards or snowy conditions, and you automatically succeed on
|
|||
|
|
concentration checks imposed by blizzards. In addition, you ignore the
|
|||
|
|
effects of roughing it as a result of resting without warmth in
|
|||
|
|
environments of extreme cold.]</p>
|
|||
|
|
<h1>DRUID ARCHETYPES</h1>
|
|||
|
|
<h1>Guardian</h1>
|
|||
|
|
<h2>Advanced Druidcraft</h2>
|
|||
|
|
<p>At 2nd level, when you cast the druidcraft [cantrip you
|
|||
|
|
can choose from the following effects:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You can magically convey a simple concept to a beast or plant.]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
<li>[You can alter the weather within a 10 feet of yourself by one stage
|
|||
|
|
of precipitation, temperature, or wind, as per the ][control
|
|||
|
|
weather ][spell. This alteration lasts until the surrounding
|
|||
|
|
weather conditions change or you cast
|
|||
|
|
]druidcraft again.</li>
|
|||
|
|
<li>Stabilize a dying creature within range.</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Headology</h2>
|
|||
|
|
<p>[At 2nd level you gain proficiency in the Persuasion skill, or if you
|
|||
|
|
already have proficiency you instead gain an expertise die on Persuasion
|
|||
|
|
checks. In addition, you can use Wisdom when making Persuasion
|
|||
|
|
checks.]</p>
|
|||
|
|
<h2>Hedge Herbalism</h2>
|
|||
|
|
<p>[Also at 2nd level you gain an expertise die on checks made with an
|
|||
|
|
herbalism kit, and you can harvest in areas with even scant flora or
|
|||
|
|
that are otherwise barren.]</p>
|
|||
|
|
<p>[In addition, you can use a bonus action to drink or administer
|
|||
|
|
medicinal items such as potions and remedies.]</p>
|
|||
|
|
<h2>Druidic Tradition</h2>
|
|||
|
|
<p>At 6th level, choose one of the following:</p>
|
|||
|
|
<h3>Harvest Boon</h3>
|
|||
|
|
<p>You always have the plant growth[ spell prepared, and it
|
|||
|
|
doesn't count against the number of spells you can prepare each day. In
|
|||
|
|
addition, you can cast ]plant growth[ without expending a
|
|||
|
|
spell slot when casting the spell using the Enlarged option.]</p>
|
|||
|
|
<h3>Traditional Spells</h3>
|
|||
|
|
<p>[When you first gain this feature, select three spells from the air,
|
|||
|
|
beasts, earth, healing, nature, plants, terrain, water, or weather
|
|||
|
|
schools as your traditional spells. You can select up to two additional
|
|||
|
|
traditional spells from those schools when you reach 7th, 9th, and 11th
|
|||
|
|
level in this class. You always have your traditional spells prepared,
|
|||
|
|
and they don't count against the number of spells you can prepare each
|
|||
|
|
day. If you select a spell that doesn't appear on the druid spell list,
|
|||
|
|
the spell is a druid spell for you.]</p>
|
|||
|
|
<h3>Transfer Vitality</h3>
|
|||
|
|
<p>You can expend a use of your Wild Shape feature to cast [cure
|
|||
|
|
wounds][ at a spell level equal to one-third your druid level.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[In addition, once between long rests, when you restore a creature's hit
|
|||
|
|
points, you can choose to restore twice as many hit points as
|
|||
|
|
normal.]</p>
|
|||
|
|
<h2>Community Symbol</h2>
|
|||
|
|
<p>[At 10th level your favored form has become a bolstering symbol for
|
|||
|
|
those around you. When you first gain this feature, select a wild shape
|
|||
|
|
you know. While you are in your chosen wild shape, each ally within 30
|
|||
|
|
feet gains an expertise die on attack rolls and saving throws.]</p>
|
|||
|
|
<h2>Take Root</h2>
|
|||
|
|
<p>[At 14th level you've learned how to ingratiate yourself into a
|
|||
|
|
community or tie yourself to the magic of the land. Using a series of
|
|||
|
|
rituals requiring 24 hours of uninterrupted work, you can take root in a
|
|||
|
|
specific community such as a village, city, or commune, or a place of
|
|||
|
|
magical importance such as a temple, revered grove, or convergence of
|
|||
|
|
leylines. You can cast the ]transport via plants[ spell to
|
|||
|
|
travel to the place you've taken root without expending a spell slot. In
|
|||
|
|
addition, while within a mile of the place where you've taken root, you
|
|||
|
|
can cast the ]tree stride[ spell without expending a spell
|
|||
|
|
slot.]</p>
|
|||
|
|
<p>These effects end when you take root in a new location.</p>
|
|||
|
|
<h1>Skinchanger</h1>
|
|||
|
|
<h2>Dire Shape</h2>
|
|||
|
|
<p>[Starting at 2nd level, when you would gain temporary hit points from
|
|||
|
|
assuming a wild shape, you gain twice as many temporary hit points
|
|||
|
|
instead.]</p>
|
|||
|
|
<p>[In addition, you can add your Wisdom modifier to your AC while in a
|
|||
|
|
wild shape.]</p>
|
|||
|
|
<h2>Nature's Champion</h2>
|
|||
|
|
<p>[Also at 2nd level, you can select wild shapes with a CR of 1 and wild
|
|||
|
|
shapes with a CR no higher than one-third your druid level at later
|
|||
|
|
levels.]</p>
|
|||
|
|
<p>[In addition, you can use a bonus action to assume a wild shape.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Nature's Wrath</h2>
|
|||
|
|
<p>[At 6th level you learn to let the power of the elements flow through
|
|||
|
|
your wild shapes. When you first gain this feature, choose one of the
|
|||
|
|
following damage types: acid, cold, fire, or lightning.]</p>
|
|||
|
|
<p>[While in a wild shape, any attacks you make deal an additional 1d6
|
|||
|
|
damage of the chosen type, and your natural weapons count as
|
|||
|
|
magical.]</p>
|
|||
|
|
<h2>Rediscovered Self</h2>
|
|||
|
|
<p>[At 10th level you discover an animal form that resonates with you. When
|
|||
|
|
you first gain this feature, select a wild shape you know. Once per day,
|
|||
|
|
you can assume your chosen wild shape without expending a use of your
|
|||
|
|
Wild Shape feature. You can remain in your chosen wild shape
|
|||
|
|
indefinitely. You can also rest in your chosen wild shape and remain in
|
|||
|
|
that form even while unconscious.]</p>
|
|||
|
|
<h2>Shifting Form</h2>
|
|||
|
|
<p>[Starting at 14th level, while in a wild shape, you can choose to assume
|
|||
|
|
a different wild shape without expending a use of your wild shape
|
|||
|
|
feature. When assuming a wild shape in this way, you don't gain any
|
|||
|
|
temporary hit points.]</p>
|
|||
|
|
<h1>Treespeaker</h1>
|
|||
|
|
<h2>Treespeak</h2>
|
|||
|
|
<p>[At 2nd level plants understand anything you verbally communicate in
|
|||
|
|
Druidic, and you can comprehend them in return. Plants can usually give
|
|||
|
|
you information about nearby weather, locations, and monsters, as well
|
|||
|
|
as anything they have perceived within the past day. At the Narrator's
|
|||
|
|
discretion, you might be able to persuade a creature with the plant type
|
|||
|
|
to perform a small task.]</p>
|
|||
|
|
<p>[In addition, whenever you cast a spell of the plants school, roll a
|
|||
|
|
number of d4s equal to the spell's level. You and allies within 10 feet
|
|||
|
|
regain a number of hit points equal to the result.]</p>
|
|||
|
|
<h2>Vine Whip</h2>
|
|||
|
|
<p>[At 2nd level you can use a bonus action to create a 10-foot-long vine
|
|||
|
|
at a point you can see within 60 feet. The vine lasts for 1 minute or
|
|||
|
|
until you use a bonus action to dismiss it or create another vine. When
|
|||
|
|
you create the vine, you can make a melee spell attack against one
|
|||
|
|
target within 10 feet of it. On a hit the target takes 1d6 force damage,
|
|||
|
|
and it must make a Strength saving throw against your spell save DC. On
|
|||
|
|
a failure, the target is restrained by the vine (escape DC equal to your
|
|||
|
|
spell save DC). When you reach 10th level in this class, the damage
|
|||
|
|
increases to 2d6.]</p>
|
|||
|
|
<p>[As a bonus action on your turn, you can move the vine up to 30 feet and
|
|||
|
|
repeat the attack, or if a creature is currently restrained by the vine
|
|||
|
|
you can move the vine and the restrained creature 10 feet in any
|
|||
|
|
direction.]</p>
|
|||
|
|
<h2>Primal Vitality</h2>
|
|||
|
|
<p>At 6th level, choose one of the following:</p>
|
|||
|
|
<h3>Insidious Nectar</h3>
|
|||
|
|
<p>[Your body becomes laced with poison that drips from thorns at your
|
|||
|
|
wrists, which you can use to make unarmed strikes that deal poison
|
|||
|
|
damage equal to 1d8 + your Wisdom modifier. In addition, your spell save
|
|||
|
|
DC is increased by 2 when casting a spell of the poison school. Finally,
|
|||
|
|
whenever a spell you cast or a creature you've summoned or transformed
|
|||
|
|
into deals poison damage, it deals an extra 1d6 damage.]</p>
|
|||
|
|
<h3>Plant Bond</h3>
|
|||
|
|
<p>[As an action you can expend 2 uses of your Wild Shape feature to summon
|
|||
|
|
a plant creature with a CR no greater than one-third your druid level.
|
|||
|
|
The creature appears in an unoccupied space you can see within 30 feet.
|
|||
|
|
Plants summoned in this way are allied to you and your companions. While
|
|||
|
|
plants summoned in this way are within 60 feet, you can use a bonus
|
|||
|
|
action to mentally command them. When you command multiple plants in
|
|||
|
|
this way, you must give them all the same command. You may decide the
|
|||
|
|
action the plant takes and where it moves during its next turn, or you
|
|||
|
|
can issue a general command, such as guarding an area. If not given a
|
|||
|
|
command, a summoned plant only defends itself. Plants you summon in this
|
|||
|
|
way remain for up to 8 hours, until they die, or until you magically
|
|||
|
|
dismiss them as a bonus action.]</p>
|
|||
|
|
<h2>Verdant Beauty</h2>
|
|||
|
|
<p>[Colorful patterns and petals grow across your body. You gain
|
|||
|
|
proficiency in the Deception and Persuasion skills. If you already have
|
|||
|
|
proficiency with either of these skills, you instead gain an expertise
|
|||
|
|
die in that skill. In addition, you can use an action to emit charming
|
|||
|
|
spores at a target within 30 feet, with effects identical to those of
|
|||
|
|
the ]charm person [spell. Creatures that are immune to the
|
|||
|
|
poisoned condition are unaffected by the spores. You can emit spores in
|
|||
|
|
this way a number of times equal to your proficiency bonus, and you
|
|||
|
|
regain all expended uses when you finish a long rest.]</p>
|
|||
|
|
<h2>Ingrained Vitality</h2>
|
|||
|
|
<p>[At 10th level, choose one of the following or gain an additional Primal
|
|||
|
|
Vitality feature you haven't previously selected.]</p>
|
|||
|
|
<h3>Deathly Nectar</h3>
|
|||
|
|
<p>Prerequisite: Insidious Nectar</p>
|
|||
|
|
<p>[The additional poison damage dealt by your Insidious Nectar feature
|
|||
|
|
increases to 1d8. In addition, spells you cast and attacks by you or
|
|||
|
|
creatures you've summoned or transformed into ignore resistance to
|
|||
|
|
poison damage and treat immunity to poison damage as resistance
|
|||
|
|
instead.]</p>
|
|||
|
|
<h3>Overgrown Summons</h3>
|
|||
|
|
<p>Prerequisite: Plant Bond</p>
|
|||
|
|
<p>[Plant creatures you summon gain a +2 bonus to AC and attack rolls.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Verdant Beguiler</h3>
|
|||
|
|
<p>Prerequisite: Verdant Beauty</p>
|
|||
|
|
<p>[When you emit charming spores using your Verdant Beauty feature, you
|
|||
|
|
can choose to affect the target as per the ][suggestion
|
|||
|
|
]spell.</p>
|
|||
|
|
<h2>Embodied Vitality</h2>
|
|||
|
|
<p>[At 14th level, you gain an additional Primal Vitality or Ingrained
|
|||
|
|
Vitality feature you haven't previously selected, as well as your choice
|
|||
|
|
of one of the following.]</p>
|
|||
|
|
<h3>Familiar Bond</h3>
|
|||
|
|
<p>Prerequisite: Overgrown Summons</p>
|
|||
|
|
<p>[You can summon a plant creature using your Plant Bond feature without
|
|||
|
|
expending any uses of your Wild Shape feature. Once you summon a plant
|
|||
|
|
in this way, you can't do so without expending uses of Wild Shape until
|
|||
|
|
you finish a long rest.]</p>
|
|||
|
|
<h3>Noxious Miasma</h3>
|
|||
|
|
<p>Prerequisite: Deathly Nectar</p>
|
|||
|
|
<p>[As an action you can expend a use of your Wild Shape feature to cause
|
|||
|
|
yourself or a creature you've summoned to give off a noxious miasma in a
|
|||
|
|
10-foot radius for the next minute. Whenever a non-plant creature other
|
|||
|
|
than you starts its turn within the miasma or moves there for the first
|
|||
|
|
time on its turn, it must make a Constitution saving throw against your
|
|||
|
|
spell save DC or be poisoned until the start of its next turn.]</p>
|
|||
|
|
<h3>Verdant Sovereign</h3>
|
|||
|
|
<p>Prerequisite: Verdant Beguiler</p>
|
|||
|
|
<p>[When you emit charming spores using your Verdant Beauty feature, you
|
|||
|
|
can choose to affect the target as per the ][charm monster
|
|||
|
|
]spell.</p>
|
|||
|
|
<p>[If you don't meet any of the prerequisites, you instead gain an
|
|||
|
|
additional Primal Vitality and an additional Ingrained Vitality feature
|
|||
|
|
you haven't previously selected.]</p>
|
|||
|
|
<h1>Druid Spell List</h1>
|
|||
|
|
<p>As a druid you can choose from the following spells.</p>
|
|||
|
|
<h2>Cantrips</h2>
|
|||
|
|
<p>Druidcraft [(tra): Produce a variety of useful minor nature
|
|||
|
|
effects.]</p>
|
|||
|
|
<p>Grapevine [(evo): Send a message in Druidic great distances
|
|||
|
|
to appear on a plant or tree known to you.]</p>
|
|||
|
|
<p>Guidance [(div): A creature you touch gains an expertise die
|
|||
|
|
on an ability check of its choosing.]</p>
|
|||
|
|
<p>Mending [(tra): Perform simple repairs on an object.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Pestilence (cjr): [Fill a 10-foot sphere with
|
|||
|
|
biting insects that damage creatures and some objects.]</p>
|
|||
|
|
<p>Produce Flame (cjr): [Create a fierce flame
|
|||
|
|
for utility or attack.]</p>
|
|||
|
|
<p>Resistance [(abj): Give a creature a bonus to one saving
|
|||
|
|
throw.]</p>
|
|||
|
|
<p>Shillelagh [(tra): Imbue your staff or club with magical
|
|||
|
|
essence.]</p>
|
|||
|
|
<h2>1st-Level</h2>
|
|||
|
|
<p>Animal Friendship (enc): Befriend an animal.</p>
|
|||
|
|
<p>Charm Person [(enc): Force a humanoid to view you as a
|
|||
|
|
trusted friend for a short time.]</p>
|
|||
|
|
<p>Corpse Explosion [(evo): Make a corpse explode in a
|
|||
|
|
poisonous cloud.]</p>
|
|||
|
|
<p>Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
|||
|
|
spellcasting ability modifier.]</p>
|
|||
|
|
<p>Detect Magic [(div): Sense the presence and school of
|
|||
|
|
magical auras.]</p>
|
|||
|
|
<p>Detect Poison and Disease [(div): Sense the presence of and
|
|||
|
|
identify poisons and diseases.]</p>
|
|||
|
|
<p>Earth Barrier [(abj): Call forth a pillar of earth or stone
|
|||
|
|
to gain three-quarters cover.]</p>
|
|||
|
|
<p>Entangle (cjr): [Fill an area with plants
|
|||
|
|
that impede or prevent movement.]</p>
|
|||
|
|
<p>Faerie Fire [(evo): Highlight creatures with magical
|
|||
|
|
radiance.]</p>
|
|||
|
|
<p>Fog Cloud (cjr): [Create an area of fog.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Goodberry [(tra): Create a handful of magical berries that
|
|||
|
|
can be consumed to regain 1 hit point.]</p>
|
|||
|
|
<p>Healing Word [(evo): Restore a small number of hit points to
|
|||
|
|
a creature at range with only a word.]</p>
|
|||
|
|
<p>Jump [(tra): Imbue a creature with astonishing leaping
|
|||
|
|
abilities.]</p>
|
|||
|
|
<p>Longstrider (tra): Increase a creature's Speed.</p>
|
|||
|
|
<p>Purify Food and Drink [(tra): Cleanse food and drink of
|
|||
|
|
poisons and disease.]</p>
|
|||
|
|
<p>Speak with Animals [(div): Gain the ability to talk with
|
|||
|
|
animals.]</p>
|
|||
|
|
<p>Thunderwave [(evo): Unleash a wave of thunderous force that
|
|||
|
|
damages creatures and pushes them back.]</p>
|
|||
|
|
<h2>2nd-Level</h2>
|
|||
|
|
<p>Animal Messenger [(enc): Use a Tiny creature as a magical
|
|||
|
|
messenger.]</p>
|
|||
|
|
<p>Barkskin [(tra): Turn a creature's skin to bark, increasing
|
|||
|
|
its defensiveness.]</p>
|
|||
|
|
<p>Darkvision [(tra): Grant a creature the ability to see in
|
|||
|
|
the dark.]</p>
|
|||
|
|
<p>Deadweight [(tra): Greatly increase the weight of an
|
|||
|
|
object.]</p>
|
|||
|
|
<p>Enhance Ability [(tra): Increase the effectiveness of one
|
|||
|
|
ability score for a creature.]</p>
|
|||
|
|
<p>Find Traps (div): Know whether traps are present.</p>
|
|||
|
|
<p>Flame Blade [(evo): A blade of fire appears in your hand,
|
|||
|
|
allowing you to make fire attacks.]</p>
|
|||
|
|
<p>Flaming Sphere (cjr): [Create and control a
|
|||
|
|
5-foot-diameter burning sphere.]</p>
|
|||
|
|
<p>Force of Will [(abj): Reduce the damage dealt by an
|
|||
|
|
attack.]</p>
|
|||
|
|
<p>Gust of Wind [(evo): Create a powerful gust of wind that
|
|||
|
|
disperses clouds and pushes creatures.]</p>
|
|||
|
|
<p>Heat Metal [(tra): Make a metallic object too hot to
|
|||
|
|
touch.]</p>
|
|||
|
|
<p>Hold Person (enc): Paralyze a humanoid.</p>
|
|||
|
|
<p>Invigorated Strikes [(tra): Increase the damage dealt by a
|
|||
|
|
creature's unarmed strikes and natural weapons.]</p>
|
|||
|
|
<p>Lesser Restoration [(abj): Remove one affliction from a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Locate Animals or Plants [(div): Gain knowledge about the
|
|||
|
|
location of flora and fauna.]</p>
|
|||
|
|
<p>Locate Object [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby object.]</p>
|
|||
|
|
<p>Moonbeam [(evo): Control a moveable beam of moonlight that
|
|||
|
|
harms your foes.]</p>
|
|||
|
|
<p>Pass Without Trace [(abj): Give you and allies a bonus to
|
|||
|
|
Stealth checks and prevent tracked pursuit.]</p>
|
|||
|
|
<p>Protection from Energy [(abj): Grant a creature resistance
|
|||
|
|
to one damage type of your choice.]</p>
|
|||
|
|
<p>Protection from Poison [(abj): Protect a creature from
|
|||
|
|
poison, and purge any poisons from their system.]</p>
|
|||
|
|
<p>Seed Bomb (cjr): [Conjure four seeds and
|
|||
|
|
imbue them with a variety of explosive effects.]</p>
|
|||
|
|
<p>Sleet Storm (cjr): [Conjure a magical storm
|
|||
|
|
of freezing rain and sleet that hampers creatures caught in it.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Spike Growth [(tra): Create damaging difficult terrain by
|
|||
|
|
filling an area with sharp thorns and stones.]</p>
|
|||
|
|
<h2>3rd-Level</h2>
|
|||
|
|
<p>Aspect of the Moon [(tra): Adopt a number of traits similar
|
|||
|
|
to a werewolf.]</p>
|
|||
|
|
<p>Call Lightning (cjr): [Create a storm cloud
|
|||
|
|
and call upon bolts of lightning every round.]</p>
|
|||
|
|
<p>Cobra's Spit (cjr): [Spit venom at a creature
|
|||
|
|
within 30 feet.]</p>
|
|||
|
|
<p>Conjure Animals (cjr): [Summon beasts to your
|
|||
|
|
aid.]</p>
|
|||
|
|
<p>Darklight [(evo): Create a heatless flame that sheds light
|
|||
|
|
only you and creatures you choose can see.]</p>
|
|||
|
|
<p>Daylight [(evo): Fill an area with magical daylight.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Dispel Magic (abj): End ongoing magical effects.</p>
|
|||
|
|
<p>Meld Into Stone [(tra): You are enveloped by any stone
|
|||
|
|
surface large enough to contain you.]</p>
|
|||
|
|
<p>Plant Growth [(tra): Use magic to increase the yield of
|
|||
|
|
plants or create difficult terrain.]</p>
|
|||
|
|
<p>Poison Skin [(abj): Make a creature brightly colored and
|
|||
|
|
poisonous to the touch.]</p>
|
|||
|
|
<p>Speak with Plants [(tra): Awaken nearby plants, bestowing
|
|||
|
|
intelligence and animation.]</p>
|
|||
|
|
<p>Venomous Succor [(evo): Deal a small amount of poison damage
|
|||
|
|
to restore a creature's hit points.]</p>
|
|||
|
|
<p>Water Breathing [(tra): Grant up to 10 willing creatures the
|
|||
|
|
ability to breathe underwater for 24 hours.]</p>
|
|||
|
|
<p>Water Walk [(tra): Grant up to 10 willing creatures the
|
|||
|
|
ability to walk on liquid surfaces as if they were solid ground for 1
|
|||
|
|
hour.]</p>
|
|||
|
|
<p>Whirlwind Kick [(tra): Unleash a spinning kick that strikes
|
|||
|
|
creatures in a 60-foot line and carries you across the battlefield.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Wind Wall [(evo): Create a 50-foot-long wall of upwardly
|
|||
|
|
rushing wind that both protects and deals bludgeoning damage.]</p>
|
|||
|
|
<h2>4th-Level</h2>
|
|||
|
|
<p>Blight [(nec): Attack a creature by drawing the moisture
|
|||
|
|
from it, harming most and devastating plants.]</p>
|
|||
|
|
<p>Charm Monster [(enc): Make a creature view you as a trusted
|
|||
|
|
friend.]</p>
|
|||
|
|
<p>Confusion [(enc): Strike confusion into the minds of your
|
|||
|
|
enemies, making them act randomly.]</p>
|
|||
|
|
<p>Conjure Minor Elementals [(cjr): Summon one, two, or three
|
|||
|
|
elementals.]</p>
|
|||
|
|
<p>Conjure Woodland Beings (cjr): [Summon up to
|
|||
|
|
three blink dogs, satyrs, or sprites.]</p>
|
|||
|
|
<p>Control Water [(tra): A body of water moves at your
|
|||
|
|
command.]</p>
|
|||
|
|
<p>Dominate Beast [(enc): Take over the mind of a beast.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Freedom of Movement [(abj): Free a creature from most
|
|||
|
|
constraints on its movement.]</p>
|
|||
|
|
<p>Giant Insect [(tra): Transform insects into monstrous
|
|||
|
|
versions.]</p>
|
|||
|
|
<p>Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
|||
|
|
illusion that transforms it.]</p>
|
|||
|
|
<p>Ice Storm [(evo): Batter an area with massive shards of
|
|||
|
|
ice.]</p>
|
|||
|
|
<p>Locate Creature [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby creature.]</p>
|
|||
|
|
<p>Mindshield [(abj): Grant resistance to psychic damage and
|
|||
|
|
protection from charms and fear.]</p>
|
|||
|
|
<p>Polymorph [(tra): Temporarily transform a creature into
|
|||
|
|
another creature.]</p>
|
|||
|
|
<p>Stone Shape [(tra): Reshape stone into something beneficial,
|
|||
|
|
like a weapon or door.]</p>
|
|||
|
|
<p>Stoneskin [(abj): Make a creature resistant to weapon
|
|||
|
|
damage.]</p>
|
|||
|
|
<p>Wall of Fire [(evo): Create a wall of fire in the shape of a
|
|||
|
|
line or circle that both obscures sight and deals fire damage.]</p>
|
|||
|
|
<h2>5th-Level</h2>
|
|||
|
|
<p>Antilife Shell [(abj): Surround yourself with a globe that
|
|||
|
|
prevents living creatures from approaching.]</p>
|
|||
|
|
<p>Awaken [(tra): Impart sentience to a creature or plant.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Commune with Nature [(div): Become one with nature to learn
|
|||
|
|
about the surrounding land.]</p>
|
|||
|
|
<p>Conjure Elemental (cjr): [Summon a bound
|
|||
|
|
elemental to aid you.]</p>
|
|||
|
|
<p>Contagion (nec): Afflict a creature with disease.</p>
|
|||
|
|
<p>Geas [(enc): Give a creature a command with an extremely
|
|||
|
|
long duration.]</p>
|
|||
|
|
<p>Greater Restoration [(abj): Restore a creature and remove a
|
|||
|
|
powerful debilitating effect.]</p>
|
|||
|
|
<p>Insect Plague (cjr): [Summon a biting,
|
|||
|
|
stinging swarm of insects.]</p>
|
|||
|
|
<p>Mass Cure Wounds [(evo): Heal several allies a moderate
|
|||
|
|
amount.]</p>
|
|||
|
|
<p>Planar Binding [(abj): Force a creature from another plane
|
|||
|
|
of existence to become your servant.]</p>
|
|||
|
|
<p>Reincarnate [(tra): Create a new body for a recently dead
|
|||
|
|
humanoid.]</p>
|
|||
|
|
<p>Scrying [(div): Observe a creature on the same plane of
|
|||
|
|
existence as you.]</p>
|
|||
|
|
<p>Storm Kick [(tra): Travel across the battlefield to deliver
|
|||
|
|
a thunderous kick.]</p>
|
|||
|
|
<p>Tree Stride (cjr): [Step into one tree and
|
|||
|
|
out from another tree of the same kind within 500 feet.]</p>
|
|||
|
|
<p>Wall of Stone [(evo): Create a wall, bridge, or ramp of
|
|||
|
|
nonmagical stone.]</p>
|
|||
|
|
<h2>6th-Level</h2>
|
|||
|
|
<p>Conjure Fey (cjr): [Summon a hag, hound, or
|
|||
|
|
redcap.]</p>
|
|||
|
|
<p>Find the Path [(div): Know the way to a location of your
|
|||
|
|
choice.]</p>
|
|||
|
|
<p>Heal [(evo): Channel positive energy into a creature,
|
|||
|
|
restoring a large number of hit points and removing negative
|
|||
|
|
conditions.]</p>
|
|||
|
|
<p>Heroes' Feast (cjr): [Create a fabulous feast
|
|||
|
|
that feeds and bolsters those that eat it.]</p>
|
|||
|
|
<p>Move Earth [(tra): Bend the earth to create permanent
|
|||
|
|
changes to the terrain.]</p>
|
|||
|
|
<p>Sunbeam [(evo): A beam of sunlight damages and blinds
|
|||
|
|
creatures in its path each turn.]</p>
|
|||
|
|
<p>Transport via Plants (cjr): [Step into one
|
|||
|
|
plant and out from another plant on the same plane of existence.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Wall of Thorns [(cjr): Create a thorny bush in the shape of
|
|||
|
|
a line or circle that prevents line of sight and deals damage.]</p>
|
|||
|
|
<p>Wind Walk [(tra): You and up to 10 willing creatures
|
|||
|
|
transform into gaseous forms that have a fly speed of 300 feet and
|
|||
|
|
resistance to nonmagical weapons.]</p>
|
|||
|
|
<p>Wormway [(enc): Call forth a purple worm that carries you
|
|||
|
|
and up to 50 creatures across a vast distance.]</p>
|
|||
|
|
<h2>7th-Level</h2>
|
|||
|
|
<p>Mirage Arcane [(ill): Transform an area of terrain with a
|
|||
|
|
convincing, immersive illusion.]</p>
|
|||
|
|
<p>Plane Shift (cjr): [Transport yourself and
|
|||
|
|
allies to another plane of existence or banish an enemy there.]</p>
|
|||
|
|
<p>Regenerate [(tra): Cause a creature to heal itself and
|
|||
|
|
regrow lost limbs over time.]</p>
|
|||
|
|
<h2>8th-Level</h2>
|
|||
|
|
<p>Animal Shapes [(tra): Work powerful magics to turn allies
|
|||
|
|
into sentient beasts.]</p>
|
|||
|
|
<p>Antipathy/Sympathy [(enc): Create an attraction or distaste
|
|||
|
|
in intelligent creatures.]</p>
|
|||
|
|
<p>Control Weather [(tra): Alter the weather in a 5-mile
|
|||
|
|
radius.]</p>
|
|||
|
|
<p>Earthquake [(evo): Shake the ground to damage creatures and
|
|||
|
|
structures.]</p>
|
|||
|
|
<p>Sunburst [(evo): A burst of radiant sunlight damages and
|
|||
|
|
blinds creatures caught in its area.]</p>
|
|||
|
|
<h2>9th-Level</h2>
|
|||
|
|
<p>Foresight ([div): Grant a creature a preternatural awareness
|
|||
|
|
that makes it immune to being surprised and grants it advantage on
|
|||
|
|
checks.]</p>
|
|||
|
|
<p>Forest Army [(div): Awaken and control an army of trees and
|
|||
|
|
plants.]</p>
|
|||
|
|
<p>Shapechange [(tra): Take on the form of another
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Storm of Vengeance (cjr): [Create a
|
|||
|
|
supernatural storm that rages for a minute and produces varying effects
|
|||
|
|
in a wide area.]</p>
|
|||
|
|
<p>True Resurrection [(nec): Return to life a creature that has
|
|||
|
|
been dead up to 200 years without any of its remains.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h1>Fighter</h1>
|
|||
|
|
<p>TABLE: FIGHTER</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL PROF. BONUS FEATURES KNACKS KNOWN MANEUVERS KNOWN MANEUVER DEGREE
|
|||
|
|
1st +2 Fighting Style, Combat Maneuvers, Soldiering Knacks 1 3 1st
|
|||
|
|
2nd +2 Steely Mien 1 4 1st
|
|||
|
|
3rd +2 Maneuver Specialization, Martial Archetype 1 4 1st
|
|||
|
|
4th +2 Ability Score Improvement, Reserves (1) 1 5 2nd
|
|||
|
|
5th +3 Extra Attack 2 6 2nd
|
|||
|
|
6th +3 Martial Lore 2 7 2nd
|
|||
|
|
7th +3 Maneuver Specialization, Martial Archetype Feature 2 7 2nd
|
|||
|
|
8th +3 Ability Score Improvement, Reserves (2) 2 8 3rd
|
|||
|
|
9th +4 Indomitable (one use) 3 9 3rd
|
|||
|
|
10th +4 Martial Archetype Feature, Reputation 3 10 3rd
|
|||
|
|
11th +4 Extra Attack (2), Maneuver Specialization 3 10 3rd
|
|||
|
|
12th +4 Ability Score Improvement, Reserves (3) 3 11 4th
|
|||
|
|
13th +5 Indomitable (two uses) 4 12 4th
|
|||
|
|
14th +5 War's Toll 4 13 4th
|
|||
|
|
15th +5 Maneuver Specialization, Martial Archetype Feature 4 13 4th
|
|||
|
|
16th +5 Ability Score Improvement, Reserves (4) 4 14 5th
|
|||
|
|
17th +6 Indomitable (three uses) 5 15 5th
|
|||
|
|
18th +6 Martial Archetype Feature, Martial Legacy 5 16 5th
|
|||
|
|
19th +6 Ability Score Improvement 5 16 5th
|
|||
|
|
20th +6 Warmaster 5 17 5th</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d10 per fighter level</p>
|
|||
|
|
<p>Hit Points at 1st Level: [10 + your Constitution modifier]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Hit Points at Higher Levels: [1d10 (or 6) + your Constitution
|
|||
|
|
modifier per fighter level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor:[ Light armor, medium armor, heavy armor, shields]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Weapons: Simple weapons, martial weapons</p>
|
|||
|
|
<p>Tools: None</p>
|
|||
|
|
<p>Saving Throws: Strength, Constitution</p>
|
|||
|
|
<p>Skills: [Choose two from Acrobatics, Animal Handling, Athletics,
|
|||
|
|
History, Insight, Intimidation, Perception, and Survival]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 140 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Brigand's Set (Cost 114 gp): [2 dueling daggers,
|
|||
|
|
garrotte, rapier, 5 throwing daggers, leather brigandine, burglar's
|
|||
|
|
pack, vial of basic poison]</li>
|
|||
|
|
<li>Guard's Set (Cost 108 gp): [Longbow and quiver with 20
|
|||
|
|
arrows, pike, shortsword, medium shield, padded leather, backpack,
|
|||
|
|
bell, lantern (standard), manacles, signal whistle]</li>
|
|||
|
|
<li>Scout's Set (Cost 117 gold):[ Greatsword, 4 javelins,
|
|||
|
|
hide, medium shield, climbing gear, explorer's pack]</li>
|
|||
|
|
<li>Squire's Set (Cost 129 gp): [Shortbow and quiver with
|
|||
|
|
20 arrows, shortsword, leather brigandine, pony with padded cloth
|
|||
|
|
barding, sewing kit, smith's tools]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Fighting Style</h2>
|
|||
|
|
<p>[At 1st level you adopt a particular style of fighting. Choose one of
|
|||
|
|
the following options. You can't take a particular Fighting Style more
|
|||
|
|
than once.]</p>
|
|||
|
|
<h3>Archery</h3>
|
|||
|
|
<p>You gain a +2 bonus to attack rolls with ranged weapons.</p>
|
|||
|
|
<h3>Battle Ready</h3>
|
|||
|
|
<p>[You can activate up to two combat stances you know without expending
|
|||
|
|
any exertion points using the same bonus action. Once you activate a set
|
|||
|
|
of combat stances in this way, you can't use this feature again until
|
|||
|
|
you finish a rest.]</p>
|
|||
|
|
<h3>Defense</h3>
|
|||
|
|
<p>You gain a +1 bonus to AC while wearing armor.</p>
|
|||
|
|
<h3>Dueling</h3>
|
|||
|
|
<p>[You deal an extra 2 damage with melee weapons held in one hand while
|
|||
|
|
you aren't wielding another weapon.]</p>
|
|||
|
|
<h3>Great Weapon Fighting</h3>
|
|||
|
|
<p>[When you hit with a versatile or two-handed weapon you are wielding in
|
|||
|
|
two hands, you can reroll any 1 or 2 on a damage die. You must use the
|
|||
|
|
new roll, even if it is a 1 or 2.]</p>
|
|||
|
|
<h3>Mounted Combatant</h3>
|
|||
|
|
<p>[While mounted, you gain an expertise die on attack rolls against
|
|||
|
|
creatures that are Medium or smaller and not mounted. In addition, you
|
|||
|
|
gain an expertise die on saving throws made to resist being
|
|||
|
|
dismounted.]</p>
|
|||
|
|
<h3>Protection</h3>
|
|||
|
|
<p>[When a creature you can see attacks another target within 5 feet of
|
|||
|
|
you, if you are wielding a shield you can use your reaction to hinder
|
|||
|
|
the attack, forcing the creature to roll with disadvantage.]</p>
|
|||
|
|
<h3>Technical Fighting</h3>
|
|||
|
|
<p>[Whenever you use a combat maneuver, any damage dealt by attacks using
|
|||
|
|
it deals an additional 2 damage, and your maneuver DC increases by
|
|||
|
|
1.]</p>
|
|||
|
|
<h3>Thrown Weapon Fighting</h3>
|
|||
|
|
<p>[Whenever you would make an attack using a weapon with the Thrown
|
|||
|
|
property, you can draw the weapon as part of the attack. In addition,
|
|||
|
|
your ranged weapon attacks with thrown weapons deal an additional 2
|
|||
|
|
damage.]</p>
|
|||
|
|
<h3>Tireless Fighting</h3>
|
|||
|
|
<p>[Whenever you expend Hit Dice to recover exertion points, you recover 3
|
|||
|
|
exertion points per Hit Die expended (instead of 1d4 exertion points as
|
|||
|
|
normal).]</p>
|
|||
|
|
<h3>Two-Weapon Fighting</h3>
|
|||
|
|
<p>[While two-weapon fighting, you can add your ability modifier to the
|
|||
|
|
damage of the off-hand attack.]</p>
|
|||
|
|
<h3>Unarmed Fighting</h3>
|
|||
|
|
<p>[Your unarmed strikes deal bludgeoning damage equal to 1d6 + your
|
|||
|
|
Strength modifier. If you aren't wielding any weapons or a shield, you
|
|||
|
|
can strike with both of your hands to deal damage equal to 1d8 + your
|
|||
|
|
Strength modifier. If you start your turn grappling a creature, you can
|
|||
|
|
deal your basic melee damage to any creature you are grappling.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Combat Maneuvers</h2>
|
|||
|
|
<p>[At 1st level, you gain the ability to use combat maneuvers. You gain
|
|||
|
|
proficiency in two combat traditions of your choice. You learn three
|
|||
|
|
maneuvers of your choice from traditions you are proficient with.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[You gain an exertion pool equal to twice your proficiency bonus, and
|
|||
|
|
you regain any spent exertion when you finish a rest. You use your
|
|||
|
|
maneuvers by spending points from your exertion pool. The Maneuvers
|
|||
|
|
Known column of the Fighter table shows when you learn more maneuvers
|
|||
|
|
from a tradition you are proficient with, while the Maneuver Degree
|
|||
|
|
column shows the highest-degree maneuver you can select at a given
|
|||
|
|
level.]</p>
|
|||
|
|
<p>[Additionally, whenever you learn a new maneuver, you can choose one of
|
|||
|
|
the maneuvers you know and replace it with another maneuver of the same
|
|||
|
|
degree from a tradition you are proficient with.]</p>
|
|||
|
|
<h2>Soldiering Knacks</h2>
|
|||
|
|
<p>[At 1st level you gain a soldiering knack of your choice. Your
|
|||
|
|
soldiering knacks are detailed at the end of the class description. The
|
|||
|
|
Knacks Known column of the Fighter table shows when you learn more
|
|||
|
|
fighter soldiering knacks.]</p>
|
|||
|
|
<h2>Steely Mien</h2>
|
|||
|
|
<p>At 2nd level choose one of the following options:</p>
|
|||
|
|
<h3>Closed Helm</h3>
|
|||
|
|
<p>[Creatures have disadvantage on Insight checks made against you. In
|
|||
|
|
addition, you gain an expertise die on saving throws against being
|
|||
|
|
charmed or frightened.]</p>
|
|||
|
|
<h3>Heroic Flair</h3>
|
|||
|
|
<p>[You have advantage on Persuasion checks made to influence friendly
|
|||
|
|
creatures with a CR lower than your fighter level.]</p>
|
|||
|
|
<h3>Watchful Eye</h3>
|
|||
|
|
<p>[You have advantage on Insight checks made to determine hostile intent
|
|||
|
|
or predict violence, and your passive Perception increases by 5.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Maneuver Specialization</h2>
|
|||
|
|
<p>[. At 3rd level, and again at 7th, 11th, 15th, and 19th level you can
|
|||
|
|
choose to master a combat maneuver you know. You can't master the same
|
|||
|
|
maneuver more than once in this way.]</p>
|
|||
|
|
<p>[The exertion cost of mastered maneuvers is reduced by 1 (minimum
|
|||
|
|
1).]</p>
|
|||
|
|
<p>Your maneuver DC for mastered maneuvers increases by 1.</p>
|
|||
|
|
<p>[Any attack you make as part of a mastered maneuver (including
|
|||
|
|
triggering attacks) deals 2 additional damage.]</p>
|
|||
|
|
<h2>Martial Archetype</h2>
|
|||
|
|
<p>[Also at 3rd level, you choose an archetype 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.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Reserves</h2>
|
|||
|
|
<p>At 4th, 8th, 12th, and 16th levels, your exertion pool increases by 1
|
|||
|
|
point.</p>
|
|||
|
|
<h2>Extra Attack</h2>
|
|||
|
|
<p>[Starting at 5th level, when you take the Attack action on your turn,
|
|||
|
|
you can attack twice instead of once. The number of attacks increases to
|
|||
|
|
three when you reach 11th level in this class.]</p>
|
|||
|
|
<h2>Martial Lore</h2>
|
|||
|
|
<p>[At 6th level, your knowledge of martial lore deepens. Choose one of the
|
|||
|
|
following options:]</p>
|
|||
|
|
<h3>Military Traditions</h3>
|
|||
|
|
<p>[You gain an expertise die on Intelligence checks made to recall lore or
|
|||
|
|
gather information regarding warfare or military action. In addition,
|
|||
|
|
you gain an expertise die on Charisma checks made to influence soldiers,
|
|||
|
|
guards, or other organized martial forces.]</p>
|
|||
|
|
<h3>Size Up</h3>
|
|||
|
|
<p>[You can use a bonus action to determine the CR of a creature you can
|
|||
|
|
see within 200 feet, as well as that creature's maneuver DC.]</p>
|
|||
|
|
<h3>Weapon Lore</h3>
|
|||
|
|
<p>[You gain an expertise die on Intelligence checks made to recall lore or
|
|||
|
|
gather information about weapons, armor, and other martial equipment. In
|
|||
|
|
addition, you can use an action to investigate the magical properties of
|
|||
|
|
such an item by handling it, such as swinging a sword or hefting a
|
|||
|
|
shield. You learn its properties, how to use them, whether it requires
|
|||
|
|
attunement, and how many charges it has. You also learn if the item has
|
|||
|
|
any sentience or bears a curse, though you only learn if it is sentient
|
|||
|
|
or cursed (not the nature of that sentience or curse).]</p>
|
|||
|
|
<h2>Indomitable</h2>
|
|||
|
|
<p>[At 9th level you can use this feature to take any of the following
|
|||
|
|
reactions:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[Reroll a failed saving throw. If you do so, you must use the new
|
|||
|
|
roll.]</li>
|
|||
|
|
<li>[Reduce the damage you would take from a single source or attack by
|
|||
|
|
2d8 + half your fighter level.]</li>
|
|||
|
|
<li>[Make a single attack against a creature that has just completed an
|
|||
|
|
attack against you.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[You gain an additional use of this feature at 13th level and a third
|
|||
|
|
use starting at 17th leveI. You regain all spent uses of this feature
|
|||
|
|
whenever you finish a long rest.]</p>
|
|||
|
|
<h2>Reputation</h2>
|
|||
|
|
<p>At 10th level choose one of the following options:</p>
|
|||
|
|
<h3>Inspiring</h3>
|
|||
|
|
<p>[You gain an expertise die on Persuasion checks. In addition, you can
|
|||
|
|
spend 1 exertion as a bonus action to inspire a creature that can hear
|
|||
|
|
you. The creature makes an Insight check contested by your Persuasion
|
|||
|
|
check, becoming inspired by you on a failure. Indifferent creatures you
|
|||
|
|
inspire in this way become friendly towards you and your allies, and
|
|||
|
|
friendly creatures you inspire in this way consider you an ally and may
|
|||
|
|
provide you with local information that would otherwise remain secret.
|
|||
|
|
Creatures remain inspired by you indefinitely unless you do something
|
|||
|
|
that would make them hostile or lose confidence in you, such as lying,
|
|||
|
|
stealing, or causing them or their allies harm, or being proven cowardly
|
|||
|
|
or untrustworthy in any way.]</p>
|
|||
|
|
<h3>Intimidating</h3>
|
|||
|
|
<p>[You gain an expertise die on Intimidation checks. In addition, you can
|
|||
|
|
spend 1 exertion as a bonus action to intimidate one creature you can
|
|||
|
|
see. The creature makes a Wisdom saving throw (DC 8 + your proficiency
|
|||
|
|
bonus + your Charisma modifier) or becomes frightened of you for 1
|
|||
|
|
minute. At the end of each of its turns, a frightened creature can
|
|||
|
|
repeat the saving throw, ending the effect on itself on a success.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Legendary</h3>
|
|||
|
|
<p>[You gain an expertise die on Deception checks. In addition, you can
|
|||
|
|
spend 1 exertion point to weave your real legendary deeds into a
|
|||
|
|
Persuasion check or include fabricated legendary deeds into a Deception
|
|||
|
|
check. When you do so, you have advantage on the check.]</p>
|
|||
|
|
<h2>War's Toll</h2>
|
|||
|
|
<p>At 14th level you choose one of the following.</p>
|
|||
|
|
<h3>Battle Scarred</h3>
|
|||
|
|
<p>[Whenever you are reduced to 0 hit points you gain a new permanent scar
|
|||
|
|
or mark, and you gain inspiration. Once you gain inspiration in this
|
|||
|
|
way, you can't do so again until you finish a long rest.]</p>
|
|||
|
|
<h3>Carouser</h3>
|
|||
|
|
<p>[You can gain the benefits of a long rest by spending 4 hours drinking,
|
|||
|
|
carousing, and taking the occasional blackout nap. You can carouse in
|
|||
|
|
this way so long as you consume at least 4 pints' worth of ale (or
|
|||
|
|
equivalent drink), and you are alert and aware of your surroundings
|
|||
|
|
while doing so. If you carouse with another creature in this way, you
|
|||
|
|
can attempt to learn secrets from it by drinking it under the table.
|
|||
|
|
Each hour you spend carousing with a willing creature, make a contested
|
|||
|
|
Constitution check. On a success, that creature answers a question
|
|||
|
|
truthfully (even questions it would not normally answer).]</p>
|
|||
|
|
<p>[In addition, you can enjoy alcohol as normal but can't gain the
|
|||
|
|
poisoned condition from it.]</p>
|
|||
|
|
<p>[This feature has no effect on creatures that are immune to the poisoned
|
|||
|
|
condition.]</p>
|
|||
|
|
<h3>One Eye Open</h3>
|
|||
|
|
<p>[You are alert and aware of your surroundings while sleeping during long
|
|||
|
|
rests. In addition, you can't be surprised and you gain an expertise die
|
|||
|
|
on initiative checks.]</p>
|
|||
|
|
<h2>Martial Legacy</h2>
|
|||
|
|
<p>[At 18th level, you can spend 8 hours sparring in order to teach another
|
|||
|
|
willing creature a maneuver you have mastered using Maneuver
|
|||
|
|
Specialization. A creature must be proficient in at least one combat
|
|||
|
|
tradition to learn a maneuver in this way, and it can only learn
|
|||
|
|
maneuvers of a degree from which it already knows at least one maneuver.
|
|||
|
|
This counts against its numbers of maneuvers known.]</p>
|
|||
|
|
<h2>Warmaster</h2>
|
|||
|
|
<p>[At 20th level, you have become an undisputed master of battle. You gain
|
|||
|
|
the following features.]</p>
|
|||
|
|
<h3>Master of Combat</h3>
|
|||
|
|
<p>[You master every maneuver you know and any future maneuvers you learn,
|
|||
|
|
as per Maneuver Specialization. Additionally, choose one maneuver of 3rd
|
|||
|
|
degree or less that you know. You can use the chosen maneuver without
|
|||
|
|
expending exertion points.]</p>
|
|||
|
|
<h3>Finishing Blow</h3>
|
|||
|
|
<p>[Once between rests, when you miss with a weapon attack while taking the
|
|||
|
|
Attack action, you can choose to hit instead. Alternatively, you can
|
|||
|
|
choose to change a hit with a weapon attack into a critical hit, or when
|
|||
|
|
you critically hit you can choose to deal maximum damage.]</p>
|
|||
|
|
<p>[All hostile creatures who see your Finishing Blow make a Wisdom saving
|
|||
|
|
throw against your maneuver DC or become frightened for 1 minute.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h1>Soldiering Knacks</h1>
|
|||
|
|
<p>[When you gain access to a new soldiering knack, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Amphibious Combatant</h2>
|
|||
|
|
<p>[You gain a swim speed equal to your Speed, and you can spend 1 exertion
|
|||
|
|
to reroll a failed Strength, Dexterity, or Constitution check related to
|
|||
|
|
aquatic activity (such as an Athletics check to swim, an Acrobatics
|
|||
|
|
check to keep balance on a ship's deck, or a Constitution check to hold
|
|||
|
|
your breath). You may choose whether to use the new roll or the
|
|||
|
|
original. In addition, you add your proficiency bonus to the number of
|
|||
|
|
minutes you can hold your breath before suffocating, and you can spend 1
|
|||
|
|
exertion to hold your breath for additional minutes equal to your
|
|||
|
|
proficiency bonus.]</p>
|
|||
|
|
<h2>Burst of Strength</h2>
|
|||
|
|
<p>[You can spend 1 exertion to add your proficiency bonus to a Strength
|
|||
|
|
check, even if you already add your proficiency bonus to the check.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Campaigner</h2>
|
|||
|
|
<p>[You double your Strength score when determining your carrying capacity
|
|||
|
|
and the weight you can lift, push, or drag. In addition, you can add
|
|||
|
|
your proficiency bonus to the number of hours you can march before you
|
|||
|
|
risk fatigue from a forced march.]</p>
|
|||
|
|
<h2>Clearsight Sentinel</h2>
|
|||
|
|
<p>[You gain darkvision out to a range of 60 feet. In addition, you don't
|
|||
|
|
suffer disadvantage on Perception checks in lightly obscured areas (such
|
|||
|
|
as in light fog, moderate foliage, or heavy precipitation).]</p>
|
|||
|
|
<h2>Extreme Leap</h2>
|
|||
|
|
<p>[When you take the Dash action and mow at least 20 feet, your long jump
|
|||
|
|
distance is doubled until the end of your turn. You can spend 1 exertion
|
|||
|
|
to triple your jump distance until the end of your turn instead. If you
|
|||
|
|
do, you can move the full distance of your jump, even if it exceeds your
|
|||
|
|
Speed.]</p>
|
|||
|
|
<h2>Mountaineer</h2>
|
|||
|
|
<p>[You gain a climb speed equal to your Speed, and you can spend 1
|
|||
|
|
exertion to reroll a failed Athletics check to climb, choosing whether
|
|||
|
|
to use the new roll or the original. In addition, moving through
|
|||
|
|
nonmagical difficult terrain costs you no extra movement.]</p>
|
|||
|
|
<h2>Nightwatch</h2>
|
|||
|
|
<p>[When taking a long rest, add your proficiency bonus to the number of
|
|||
|
|
hours you can spend in light activity. In addition, one hour of that
|
|||
|
|
time can be spent in strenuous activity near the rest site (such as
|
|||
|
|
patrolling, fighting, or other adventuring activities) without
|
|||
|
|
interrupting your rest.]</p>
|
|||
|
|
<h2>Stable Footing</h2>
|
|||
|
|
<p>[You have advantage on checks and saving throws to avoid falling prone.
|
|||
|
|
You never fall prone after falling, and when calculating damage you take
|
|||
|
|
from falling, treat the fall distance as if it were shorter by a number
|
|||
|
|
of feet equal to 10 × your proficiency bonus.]</p>
|
|||
|
|
<h2>Weather Beaten</h2>
|
|||
|
|
<p>[You gain advantage on saving throws against cold and hot weather, as
|
|||
|
|
well as any adverse effects from wind or precipitation.]</p>
|
|||
|
|
<h1>FIGHTER ARCHETYPES</h1>
|
|||
|
|
<h2>Brute</h2>
|
|||
|
|
<h3>Brute Strength</h3>
|
|||
|
|
<p>[Starting at 3rd level, whenever you hit a creature with a melee weapon
|
|||
|
|
attack, you can expend exertion to deal an extra 1d8 bludgeoning damage
|
|||
|
|
per exertion point spent. The maximum amount of exertion you can spend
|
|||
|
|
in this way on a single attack is equal to your proficiency bonus.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Brutish Traditions</h3>
|
|||
|
|
<p>[Also at 3rd level, you gain proficiency in one of the following combat
|
|||
|
|
traditions of your choice: Adamant Mountain, Tempered Iron, Tooth and
|
|||
|
|
Claw. When you gain this feature, you can choose one of the maneuvers
|
|||
|
|
you know and replace it with another maneuver of the same degree or
|
|||
|
|
lower from your newly chosen combat tradition.]</p>
|
|||
|
|
<h3>Tough as Nails</h3>
|
|||
|
|
<p>[At 7th level, whenever you finish a rest, you gain a number of
|
|||
|
|
temporary hit points equal to twice your Strength modifier. When you
|
|||
|
|
reach 15th level, you instead gain a number of temporary hit points
|
|||
|
|
equal to your Strength score.]</p>
|
|||
|
|
<h3>Overpowering Strike</h3>
|
|||
|
|
<p>[At 10th level, once per turn when you make a melee weapon attack, you
|
|||
|
|
can force the target to make a Strength saving throw (DC 8 + your
|
|||
|
|
proficiency bonus + your Strength modifier). On a failure, you can
|
|||
|
|
either push the target 5 feet away from you or knock it prone.]</p>
|
|||
|
|
<h3>Unstoppable</h3>
|
|||
|
|
<p>[Starting at 15th level, you gain advantage on saving throws made to
|
|||
|
|
resist being knocked prone, paralyzed, petrified, or restrained, as well
|
|||
|
|
as saving throws against any spell or effect of the compulsion
|
|||
|
|
school.]</p>
|
|||
|
|
<h3>Overwhelming Onslaught</h3>
|
|||
|
|
<p>[Starting at 18th level, when you successfully hit the same target with
|
|||
|
|
two or more melee attacks in a single turn, you can spend 2 exertion to
|
|||
|
|
deal the target extra bludgeoning damage equal to 2d8 + your Strength
|
|||
|
|
modifier. If you do, the target makes a Constitution saving throw (DC
|
|||
|
|
8 + your proficiency bonus + your Strength modifier). On a failure, it
|
|||
|
|
is stunned until the end of your next turn.]</p>
|
|||
|
|
<h2>Duelist</h2>
|
|||
|
|
<h3>Dueling Traditions</h3>
|
|||
|
|
<p>[At 3rd level, you gain proficiency in one of the following combat
|
|||
|
|
traditions of your choice: Mirror's Glint, Mist and Shade, Rapid
|
|||
|
|
Current. When you gain this feature you can choose one of the maneuvers
|
|||
|
|
you know and replace it with another maneuver of the same degree or
|
|||
|
|
lower from your newly chosen combat tradition.]</p>
|
|||
|
|
<h3>Panache</h3>
|
|||
|
|
<p>[Starting at 3rd level, whenever you would spend exertion points on a
|
|||
|
|
duelist feature or a maneuver from the Mirror's Glint, Mist and Shade,
|
|||
|
|
or Rapid Current combat traditions, you can reduce the exertion cost of
|
|||
|
|
that maneuver or feature by 1 (minimum 0). You can use this feature a
|
|||
|
|
number of times equal to your Charisma modifier (minimum one time),
|
|||
|
|
regaining all expended uses when you finish a long rest.]</p>
|
|||
|
|
<h3>Quick-Witted Defense</h3>
|
|||
|
|
<p>[Also starting at 3rd level, while you are not wearing armor or wielding
|
|||
|
|
a shield your AC equals 10 + your Dexterity modifier + your Charisma
|
|||
|
|
modifier. In addition, while you are wielding at least one weapon with
|
|||
|
|
the Defensive, Finesse, or Parrying quality, your Armor Class increases
|
|||
|
|
by 1.]</p>
|
|||
|
|
<h3>Parry and Thrust</h3>
|
|||
|
|
<p>[Starting at 7th level, you treat any weapon with the Finesse property
|
|||
|
|
as if it also had the Parrying property. In addition, whenever you add
|
|||
|
|
an expertise die to your AC using a parrying weapon and the triggering
|
|||
|
|
attack misses you, you can immediately spend 1 exertion to make a melee
|
|||
|
|
weapon attack against the creature that attacked you.]</p>
|
|||
|
|
<h3>Duelist's Challenge</h3>
|
|||
|
|
<p>[Starting at 10th level, you can use a bonus action to expend a use of
|
|||
|
|
Panache to challenge a creature within 30 feet to an honorable duel.
|
|||
|
|
Once you challenge a creature in this way, you have disadvantage on
|
|||
|
|
attacks against creatures other than the challenged creature, and the
|
|||
|
|
challenged creature has disadvantage on attacks against creatures other
|
|||
|
|
than you. A creature remains challenged in this way until either you or
|
|||
|
|
the challenged creature is incapacitated, dies, or ends their turn out
|
|||
|
|
of line of sight from the other. The challenge also ends if you use this
|
|||
|
|
feature again to challenge a different creature, or if a third creature
|
|||
|
|
challenges either you or your challenged creature.]</p>
|
|||
|
|
<h3>Elusive</h3>
|
|||
|
|
<p>[Starting at 15th level, your movement out of a creature's threatened
|
|||
|
|
area does not provoke opportunity attacks. In addition, whenever you
|
|||
|
|
parry an attack using a parrying weapon, the expertise die to your AC
|
|||
|
|
increases by one step.]</p>
|
|||
|
|
<h3>Master Duelist</h3>
|
|||
|
|
<p>[Starting at 18th level, you have advantage on melee weapon attacks
|
|||
|
|
against creatures you are currently challenging using your Duelist's
|
|||
|
|
Challenge feature.]</p>
|
|||
|
|
<h2>Gladiator</h2>
|
|||
|
|
<h3>Arena Training</h3>
|
|||
|
|
<p>[At 3rd level, you gain proficiency in one of the following skills:
|
|||
|
|
Acrobatics, Athletics, Intimidation, or Performance.]</p>
|
|||
|
|
<h3>Gladiatorial Traditions</h3>
|
|||
|
|
<p>[Also at 3rd level, you gain proficiency in one of the following combat
|
|||
|
|
traditions of your choice: Mist and Shade, Razor's Edge, Tooth and Claw.
|
|||
|
|
When you gain this feature you can choose one of the maneuvers you know
|
|||
|
|
and replace it with another maneuver of the same degree or lower from
|
|||
|
|
your newly chosen combat tradition.]</p>
|
|||
|
|
<h3>Bloodsport Flourishes</h3>
|
|||
|
|
<p>[Starting at 3rd level, you treat any weapon you wield as if it had the
|
|||
|
|
Flamboyant property. In addition, whenever you critically hit with a
|
|||
|
|
weapon attack, you can choose to perform either a Bloody Flourish or
|
|||
|
|
Glorious Flourish.]</p>
|
|||
|
|
<p>Bloody Flourish.[ You make an Intimidation check. Each
|
|||
|
|
hostile creature within 20 feet that can see you makes a Wisdom saving
|
|||
|
|
throw against a DC equal to the result of your Intimidation check. On a
|
|||
|
|
failure, a creature becomes frightened of you until the end of your next
|
|||
|
|
turn.]</p>
|
|||
|
|
<p>Glorious Flourish.[ Make a Performance check. Each hostile
|
|||
|
|
creature within 20 feet that can see you makes a Charisma saving throw
|
|||
|
|
against a DC equal to the result of your Performance check. On a
|
|||
|
|
failure, a creature becomes charmed by you until the end of your next
|
|||
|
|
turn.]</p>
|
|||
|
|
<h3>Champion of the Arena</h3>
|
|||
|
|
<p>[Starting at 7th level, your weapon attacks score a critical hit on a
|
|||
|
|
roll of 19--20. If you already have a feature that increases the range
|
|||
|
|
of your critical hits, your critical hit range increases by 1 (maximum
|
|||
|
|
17--20).]</p>
|
|||
|
|
<h3>Gladiatorial Reputation</h3>
|
|||
|
|
<p>[When you gain this feature at 10th level, you gain every feature from
|
|||
|
|
Reputation instead of only selecting one.]</p>
|
|||
|
|
<h3>Unmistakable Presence</h3>
|
|||
|
|
<p>[Starting at 15th level, the range of your Bloodsport Flourishes
|
|||
|
|
increases from 20 feet to 60 feet.]</p>
|
|||
|
|
<h3>Effortless Flourishes</h3>
|
|||
|
|
<p>[Starting at 18th level, you can use a bonus action to perform a
|
|||
|
|
Bloodsport Flourish (without requiring an attack or critical hit).]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Knight</h2>
|
|||
|
|
<h3>Armory Training</h3>
|
|||
|
|
<p>At 3rd level, you gain the following benefits:</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[Your passive Perception is not reduced while wearing a helm or
|
|||
|
|
visored helm.]</li>
|
|||
|
|
<li>[You never suffer fatigue from wearing armor or sleeping in
|
|||
|
|
armor.]</li>
|
|||
|
|
<li>[You can don or doff armor in half the time it would normally
|
|||
|
|
take.]</li>
|
|||
|
|
<li>[You never have disadvantage on Acrobatics or Stealth checks due to
|
|||
|
|
wearing armor or using a heavy shield.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Chivalrous Traditions</h3>
|
|||
|
|
<p>[Also at 3rd level, you gain proficiency in one of the following combat
|
|||
|
|
traditions of your choice: Adamant Mountain, Sanguine Knot, Spirited
|
|||
|
|
Steed. When you gain this feature you can choose one of the maneuvers
|
|||
|
|
you know and replace it with another maneuver of the same degree or
|
|||
|
|
lower from your newly chosen combat tradition.]</p>
|
|||
|
|
<h3>Honor Bound</h3>
|
|||
|
|
<p>Also at 3rd level, choose one of the following.</p>
|
|||
|
|
<p>Loyal to the Crown.[ You are loyal to a specific nation,
|
|||
|
|
lord, organization, or other authority. While you are in good standing
|
|||
|
|
with that authority and are within their area of influence, you and your
|
|||
|
|
allies can easily find free food and lodging, and creatures with a CR
|
|||
|
|
lower than your level that are also loyal to that authority may perform
|
|||
|
|
simple tasks at your request. You lose good standing with that authority
|
|||
|
|
if you go against their wishes. Consult the Narrator on authorities
|
|||
|
|
within the campaign setting, their wishes, and what will keep or return
|
|||
|
|
you to good standing with them.]</p>
|
|||
|
|
<p>Loyal to the Code.[ You are loyal to a specific code of
|
|||
|
|
honor. You gain an expertise die on Persuasion checks. However, whenever
|
|||
|
|
you break your code you suffer a level of strife and instead have
|
|||
|
|
disadvantage on Persuasion checks for the following 7 days. Choose one
|
|||
|
|
of the following codes to keep:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>I will never harm a creature that has surrendered.</li>
|
|||
|
|
<li>I will never steal from a living soul.</li>
|
|||
|
|
<li>I will never let a lie pass my lips.</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[Alternatively, consult the Narrator for any codes specific to the
|
|||
|
|
campaign setting.]</p>
|
|||
|
|
<h3>Inspiring Charge</h3>
|
|||
|
|
<p>[Starting at 7th level, you can use an action to spend 1 exertion and
|
|||
|
|
perform an Inspiring Charge. Move up to your Speed (or your mount's
|
|||
|
|
Speed) in a straight line and make a melee weapon attack. You gain an
|
|||
|
|
expertise die on this attack. Until the end of your next turn, attacks
|
|||
|
|
made by you or allies within 10 feet gain an expertise die.]</p>
|
|||
|
|
<h3>Additional Fighting Style</h3>
|
|||
|
|
<p>[At 10th level, you gain an additional Fighting Style from the following
|
|||
|
|
list: Battle Ready, Defense, Dueling, Great Weapon Fighting, Mounted
|
|||
|
|
Combatant, Protection, Tireless Fighting.]</p>
|
|||
|
|
<h3>Ever-Ready</h3>
|
|||
|
|
<p>[Starting at 15th level, whenever you roll for initiative and have no
|
|||
|
|
exertion points remaining, you gain a number of exertion points equal to
|
|||
|
|
your proficiency bonus.]</p>
|
|||
|
|
<h3>Knight of Renown</h3>
|
|||
|
|
<p>[At 18th level, the range of your Inspiring Charge increases from 10
|
|||
|
|
feet to 60 feet, and any of your allies that enter that area for the
|
|||
|
|
first time on their turn or begin their turn there gain inspiration. A
|
|||
|
|
creature can gain inspiration in this way only once between long
|
|||
|
|
rests.]</p>
|
|||
|
|
<h2>Sharpshooter</h2>
|
|||
|
|
<h3>Crack Shot</h3>
|
|||
|
|
<p>[Starting at 3rd level, your training with ranged weapons grants the
|
|||
|
|
following benefits:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You do not have disadvantage on ranged attack rolls due to being
|
|||
|
|
within 5 feet of a hostile creature or attacking at long range.]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
<li>[Your ranged weapon attack rolls ignore half cover and
|
|||
|
|
three-quarters cover.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Sharpshooting Traditions</h3>
|
|||
|
|
<p>[Also at 3rd level, you gain proficiency in one of the following combat
|
|||
|
|
traditions of your choice: Biting Zephyr, Razor's Edge, Unending Wheel.
|
|||
|
|
When you gain this feature you can choose one of the maneuvers you know
|
|||
|
|
and replace it with another maneuver of the same degree or lower from
|
|||
|
|
your newly chosen combat tradition.]</p>
|
|||
|
|
<h3>Focus Shot</h3>
|
|||
|
|
<p>[At 7th level, once per turn, whenever you take the Attack action and
|
|||
|
|
are able to make multiple ranged attacks, you can forgo one of those
|
|||
|
|
ranged attacks to turn one of your remaining attacks into a Focus Shot.
|
|||
|
|
When you make a Focus Shot, choose one of the following options and make
|
|||
|
|
a ranged weapon attack. You gain an expertise die on the attack, and on
|
|||
|
|
a hit it does your chosen effect in addition to the weapon's
|
|||
|
|
damage.]</p>
|
|||
|
|
<p>Aim for the Eyes.[ You aim for the creature's weak and
|
|||
|
|
delicate eyes. The target makes a Dexterity saving throw against your
|
|||
|
|
maneuver DC or is blinded until it recovers.]</p>
|
|||
|
|
<p>Bring it Down.[ You aim for weak points on the creature's
|
|||
|
|
legs. The target makes a Constitution saving throw against your maneuver
|
|||
|
|
DC or its Speed is reduced by half until it recovers.]</p>
|
|||
|
|
<p>Center of Mass.[ You aim for the heart or its horrid
|
|||
|
|
equivalent. Your attack scores a critical hit on a roll of 19--20. If
|
|||
|
|
you already have a feature that increases the range of your critical
|
|||
|
|
hits, your critical hit range increases by 1 (maximum 17--20).]</p>
|
|||
|
|
<p>Vein Slice.[ You aim for a vital vein or artery to bleed
|
|||
|
|
your target out. The target makes a Constitution saving throw against
|
|||
|
|
your maneuver DC or it takes 1d6 ongoing damage until it recovers.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Wing Clip.[ You aim for your target's wings. The target
|
|||
|
|
makes a Dexterity saving throw against your maneuver DC. On a failure,
|
|||
|
|
its fly speed is reduced by half until it recovers. A creature that
|
|||
|
|
fails this saving throw while flying immediately falls 60 feet, taking
|
|||
|
|
damage as normal if it strikes a solid surface.]</p>
|
|||
|
|
<p>[A creature wounded by any of these effects makes a Constitution saving
|
|||
|
|
throw against your maneuver DC at the end of each of its turns,
|
|||
|
|
recovering and ending the effect on itself on a success. Alternatively,
|
|||
|
|
the wounded creature (or a creature within 5 feet of it) can use an
|
|||
|
|
action to make a Medicine check against your maneuver DC, ending the
|
|||
|
|
effect on a success. Healing magically or from a trait (such as
|
|||
|
|
Regeneration) also ends the effect. You can't choose effects that
|
|||
|
|
specifically target body parts a creature doesn't have.]</p>
|
|||
|
|
<h3>Hawkeye</h3>
|
|||
|
|
<p>[At 10th level, you gain an expertise die on Investigation and
|
|||
|
|
Perception checks, and when rolling initiative.]</p>
|
|||
|
|
<h3>Reflexive Shot</h3>
|
|||
|
|
<p>[At 15th level, you can make opportunity attacks using ranged weapons,
|
|||
|
|
and your threatened area is equal to the normal range of any ranged
|
|||
|
|
weapon you wield.]</p>
|
|||
|
|
<h3>Critical Shot</h3>
|
|||
|
|
<p>[At 18th level, whenever you take the Attack action and are able to make
|
|||
|
|
multiple ranged attacks, you can forgo all of those ranged attacks
|
|||
|
|
except for one to turn that remaining attack into a Critical Shot,
|
|||
|
|
making a ranged weapon attack with advantage. If your Critical Shot
|
|||
|
|
hits, it becomes a critical hit.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h1></h1>
|
|||
|
|
<h1>Herald</h1>
|
|||
|
|
<p>TABLE: HERALD</p>
|
|||
|
|
<p>+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [LEVEL | [PROF. | [F | [ | [SMITE | [MA | [M |
|
|||
|
|
| ]{.c132 | ]{.c132 | EATURES | LESSONS | DAMAGE | NEUVERS | ANEUVER |
|
|||
|
|
| .c25} | .c25} | ]{.c132 | KNOWN | ]{.c132 | KNOWN | DEGREE |
|
|||
|
|
| | | .c25} | ] | ]{.c132 | ]{.c132 |
|
|||
|
|
| | [BONUS | | .c25} | | .c25} | .c25} |
|
|||
|
|
| | ]{.c132 | | | | | |
|
|||
|
|
| | .c25} | | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [1s | [+ | [Divine | [-- | [-- | [-- | [-- |
|
|||
|
|
| t]{.c13 | 2]{.c13 | Sense, | -]{.c13 | -]{.c13 | -]{.c13 | -]{.c13 |
|
|||
|
|
| .c7} | .c7} | Lay on | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Hands, | | | | |
|
|||
|
|
| | | Spel | | | | |
|
|||
|
|
| | | lcastin | | | | |
|
|||
|
|
| | | g]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [2n | [+ | [Combat | [-- | [1d | [ | [1s |
|
|||
|
|
| d]{.c13 | 2]{.c13 | Man | -]{.c13 | 8]{.c13 | 2]{.c13 | t]{.c13 |
|
|||
|
|
| .c7} | .c7} | euvers, | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Divine | | | | |
|
|||
|
|
| | | Smit | | | | |
|
|||
|
|
| | | e]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [3r | [+ | [Divine | [ | [1d | [ | [1s |
|
|||
|
|
| d]{.c13 | 2]{.c13 | L | 1]{.c13 | 8]{.c13 | 2]{.c13 | t]{.c13 |
|
|||
|
|
| .c7} | .c7} | essons, | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Herald | | | | |
|
|||
|
|
| | | A | | | | |
|
|||
|
|
| | | rchetyp | | | | |
|
|||
|
|
| | | e]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [4t | [+ | [ | [ | [1d | [ | [1s |
|
|||
|
|
| h]{.c13 | 2]{.c13 | Ability | 1]{.c13 | 8]{.c13 | 3]{.c13 | t]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Impro | | | | |
|
|||
|
|
| | | vement, | | | | |
|
|||
|
|
| | | Em | | | | |
|
|||
|
|
| | | powered | | | | |
|
|||
|
|
| | | Smit | | | | |
|
|||
|
|
| | | e]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [5t | [+ | [Extra | [ | [2d | [ | [1s |
|
|||
|
|
| h]{.c13 | 3]{.c13 | Attack, | 2]{.c13 | 8]{.c13 | 3]{.c13 | t]{.c13 |
|
|||
|
|
| .c7} | .c7} | H | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | eraldic | | | | |
|
|||
|
|
| | | Sermo | | | | |
|
|||
|
|
| | | n]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [6t | [+ | [Sacred | [ | [2d | [ | [1s |
|
|||
|
|
| h]{.c13 | 3]{.c13 | Aur | 2]{.c13 | 8]{.c13 | 3]{.c13 | t]{.c13 |
|
|||
|
|
| .c7} | .c7} | a] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [7t | [+ | [Ar | [ | [2d | [ | [2n |
|
|||
|
|
| h]{.c13 | 3]{.c13 | chetype | 3]{.c13 | 8]{.c13 | 4]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Featur | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | e]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [8t | [+ | [ | [ | [2d | [ | [2n |
|
|||
|
|
| h]{.c13 | 3]{.c13 | Ability | 3]{.c13 | 8]{.c13 | 4]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Impro | | | | |
|
|||
|
|
| | | vement, | | | | |
|
|||
|
|
| | | Greater | | | | |
|
|||
|
|
| | | Em | | | | |
|
|||
|
|
| | | powered | | | | |
|
|||
|
|
| | | Smit | | | | |
|
|||
|
|
| | | e]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [9t | [+ | [In | [ | [3d | [ | [2n |
|
|||
|
|
| h]{.c13 | 4]{.c13 | spiring | 4]{.c13 | 8]{.c13 | 4]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Devotio | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | n]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [10t | [+ | [I | [ | [3d | [ | [2n |
|
|||
|
|
| h]{.c13 | 4]{.c13 | mproved | 4]{.c13 | 8]{.c13 | 5]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Sacred | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Aur | | | | |
|
|||
|
|
| | | a]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [11t | [+ | [Divine | [ | [3d | [ | [2n |
|
|||
|
|
| h]{.c13 | 4]{.c13 | Warrio | 5]{.c13 | 8]{.c13 | 5]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | r] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [12t | [+ | [ | [ | [3d | [ | [2n |
|
|||
|
|
| h]{.c13 | 4]{.c13 | Ability | 5]{.c13 | 8]{.c13 | 5]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Impro | | | | |
|
|||
|
|
| | | vement, | | | | |
|
|||
|
|
| | | Divine | | | | |
|
|||
|
|
| | | Recover | | | | |
|
|||
|
|
| | | y]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [13t | [+ | [-- | [ | [4d | [ | [3r |
|
|||
|
|
| h]{.c13 | 5]{.c13 | -]{.c13 | 5]{.c13 | 8]{.c13 | 6]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [14t | [+ | [Inf | [ | [4d | [ | [3r |
|
|||
|
|
| h]{.c13 | 5]{.c13 | ectious | 6]{.c13 | 8]{.c13 | 6]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Resolv | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | e]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [15t | [+ | [Ar | [ | [4d | [ | [3r |
|
|||
|
|
| h]{.c13 | 5]{.c13 | chetype | 6]{.c13 | 8]{.c13 | 6]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Featur | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | e]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [16t | [+ | [ | [ | [4d | [ | [3r |
|
|||
|
|
| h]{.c13 | 5]{.c13 | Ability | 6]{.c13 | 8]{.c13 | 7]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Imp | | | | |
|
|||
|
|
| | | rovemen | | | | |
|
|||
|
|
| | | t]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [17t | [+ | [-- | [ | [5d | [ | [3r |
|
|||
|
|
| h]{.c13 | 6]{.c13 | -]{.c13 | 6]{.c13 | 8]{.c13 | 7]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [18t | [+ | [Aura | [ | [5d | [ | [3r |
|
|||
|
|
| h]{.c13 | 6]{.c13 | Impr | 6]{.c13 | 8]{.c13 | 7]{.c13 | d]{.c13 |
|
|||
|
|
| .c7} | .c7} | ovement | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | s]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [19t | [+ | [ | [ | [6d | [ | [4t |
|
|||
|
|
| h]{.c13 | 6]{.c13 | Ability | 7]{.c13 | 8]{.c13 | 8]{.c13 | h]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Imp | | | | |
|
|||
|
|
| | | rovemen | | | | |
|
|||
|
|
| | | t]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+
|
|||
|
|
| [20t | [+ | [Ar | [ | [6d | [ | [4t |
|
|||
|
|
| h]{.c13 | 6]{.c13 | chetype | 7]{.c13 | 8]{.c13 | 8]{.c13 | h]{.c13 |
|
|||
|
|
| .c7} | .c7} | F | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | eature, | | | | |
|
|||
|
|
| | | Holy | | | | |
|
|||
|
|
| | | Exempla | | | | |
|
|||
|
|
| | | r]{.c13 | | | | |
|
|||
|
|
| | | .c7} | | | | |
|
|||
|
|
+---------+---------+---------+---------+---------+---------+---------+</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: HERALD SPELLS SPELL SLOTS PER LEVEL <br />
|
|||
|
|
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH
|
|||
|
|
1st 2 2 --- --- --- ---
|
|||
|
|
2nd 2 2 --- --- --- ---
|
|||
|
|
3rd 2 3 --- --- --- ---
|
|||
|
|
4th 2 3 --- --- --- ---
|
|||
|
|
5th 3 4 2 --- --- ---
|
|||
|
|
6th 3 4 2 --- --- ---
|
|||
|
|
7th 3 4 3 --- --- ---
|
|||
|
|
8th 3 4 3 --- --- ---
|
|||
|
|
9th 4 4 3 2 --- ---
|
|||
|
|
10th 4 4 3 2 --- ---
|
|||
|
|
11th 4 4 3 3 --- ---
|
|||
|
|
12th 4 4 3 3 --- ---
|
|||
|
|
13th 4 4 3 3 1 ---
|
|||
|
|
14th 4 4 3 3 1 ---
|
|||
|
|
15th 4 4 3 3 2 ---
|
|||
|
|
16th 4 4 3 3 2 ---
|
|||
|
|
17th 4 4 3 3 3 1
|
|||
|
|
18th 4 4 3 3 3 1
|
|||
|
|
19th 4 4 3 3 3 2
|
|||
|
|
20th 4 4 3 3 3 2</p>
|
|||
|
|
<hr />
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d10 per herald level</p>
|
|||
|
|
<p>Hit Points at 1st Level: [10 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels: [1d10 (or 6) + your
|
|||
|
|
Constitution modifier per herald level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: [Light armor, medium armor, heavy armor,
|
|||
|
|
shields]</p>
|
|||
|
|
<p>Weapons: Simple weapons, martial weapons</p>
|
|||
|
|
<p>Saving Throws: Wisdom, Charisma</p>
|
|||
|
|
<p>Skills: [Choose two from Athletics, Acrobatics, History,
|
|||
|
|
Insight, Intimidation, Medicine, Persuasion, and Religion]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 200 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Blessed Explorer's Set (Cost 189 gp): [4 handaxes,
|
|||
|
|
hauberk, priest's pack]</li>
|
|||
|
|
<li>Divine Warrior's Set (Cost 200 gp): [Longsword,
|
|||
|
|
hauberk, medium shield, explorer's pack]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Divine Sense</h2>
|
|||
|
|
<p>[Choose one of the following sets of creatures: celestials and fiends,
|
|||
|
|
fey and elementals, or aberrations and undead. You can sense when a
|
|||
|
|
creature of one of your chosen types is within 30 feet of you, but you
|
|||
|
|
can't determine their number, type, or location. As a bonus action, you
|
|||
|
|
can focus your senses to learn the location, number, and type of any
|
|||
|
|
creatures of your chosen types within 30 feet of you. When you do so,
|
|||
|
|
creatures of those types that are within range make a Wisdom saving
|
|||
|
|
throw against your spell save DC, with advantage if the creature's CR is
|
|||
|
|
higher than your herald level. On a failed save, you also learn the
|
|||
|
|
creature's identity. You also detect any locations within 30 feet that
|
|||
|
|
have been consecrated or desecrated with the ]hallow[ spell
|
|||
|
|
or another effect.]</p>
|
|||
|
|
<p>[You can activate this feature a number of times equal to your Charisma
|
|||
|
|
modifier (minimum one time), and you regain spent uses when you finish a
|
|||
|
|
long rest. Upon finishing a long rest, you may also swap your chosen set
|
|||
|
|
of creature types for another.]</p>
|
|||
|
|
<h2>Lay on Hands</h2>
|
|||
|
|
<p>[You have a pool of power equal to your herald level × 5 that
|
|||
|
|
replenishes when you finish a long rest. As an action, you can touch a
|
|||
|
|
creature and spend from this pool of power to restore hit points equal
|
|||
|
|
to the number of points you chose to expend. This healing can't bring a
|
|||
|
|
creature above their hit point maximum.]</p>
|
|||
|
|
<p>[Alternatively, you can spend 5 points to touch a creature and cure one
|
|||
|
|
disease or neutralize one poison currently affecting the creature. You
|
|||
|
|
can cure multiple diseases and neutralize multiple poisons with a single
|
|||
|
|
use of Lay on Hands if you can expend sufficient points.]</p>
|
|||
|
|
<p>This feature has no effect on undead and constructs.</p>
|
|||
|
|
<h2>Spellcasting</h2>
|
|||
|
|
<p>You have learned to use divine magic.</p>
|
|||
|
|
<h3>Cantrips</h3>
|
|||
|
|
<p>[You learn two herald cantrips of your choice at 1st level and
|
|||
|
|
additional herald cantrips at higher levels, as shown in the Cantrips
|
|||
|
|
Known column of the Herald Spells table.]</p>
|
|||
|
|
<h3>Preparing and Casting Spells</h3>
|
|||
|
|
<p>To prepare herald spells to make them available to cast, choose a number
|
|||
|
|
of spells equal to your Charisma modifier + half your herald level
|
|||
|
|
(minimum of one spell) from the herald spell list. You cannot prepare a
|
|||
|
|
spell of a higher level than your highest level spell slot.</p>
|
|||
|
|
<p>[To cast a herald spell, you must spend a spell slot of the spell's
|
|||
|
|
level or higher.The Herald Spells table shows how many spell slots you
|
|||
|
|
have to cast your herald spells. You regain all expended spell slots
|
|||
|
|
when you finish a long rest.]</p>
|
|||
|
|
<p>[Casting a spell does not remove it from your list of prepared
|
|||
|
|
spells.You can change the spells you have prepared by spending at least
|
|||
|
|
1 minute per spell level reflecting in meditation.]</p>
|
|||
|
|
<h2>Spellcasting Ability</h2>
|
|||
|
|
<p>[Charisma is your spellcasting ability for your herald spells. You use
|
|||
|
|
your Charisma whenever a spell refers to your spellcasting ability. In
|
|||
|
|
addition, you use your Charisma modifier to set the attack bonus and
|
|||
|
|
saving throw DC for your herald spells, as follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your Charisma
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your
|
|||
|
|
Charisma modifier]</p>
|
|||
|
|
<h3>Spellcasting Focus</h3>
|
|||
|
|
<p>[When casting a herald spell, you can use a holy symbol as your
|
|||
|
|
spellcasting focus.]</p>
|
|||
|
|
<h2>Combat Maneuvers</h2>
|
|||
|
|
<p>[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
|||
|
|
proficiency in two combat traditions from the following list: Sanguine
|
|||
|
|
Knot, Spirited Steed, or Tempered Iron. You learn two maneuvers of your
|
|||
|
|
choice from traditions you are proficient with.]</p>
|
|||
|
|
<p>[You use your maneuvers by spending exertion points, but you do not gain
|
|||
|
|
an exertion pool. Instead, at the start of each of your turns you can
|
|||
|
|
expend spell slots of 1st-level or higher to gain exertion points that
|
|||
|
|
go into a temporary exertion pool which lasts until you start your next
|
|||
|
|
long rest. You gain 2 exertion points for a 1st-level spell slot, and 2
|
|||
|
|
more for each spell slot level above 1st. Only spell slots gained from
|
|||
|
|
the herald class can be expended in this way.]</p>
|
|||
|
|
<p>[The Maneuvers Known column of the Herald table shows when you learn
|
|||
|
|
more maneuvers from a tradition you are proficient with, while the
|
|||
|
|
Maneuver Degree column shows the highest-degree maneuver you can select
|
|||
|
|
at a given level.]</p>
|
|||
|
|
<p>[Additionally, whenever you learn a new maneuver, you can choose one of
|
|||
|
|
the maneuvers you know and replace it with another maneuver of the same
|
|||
|
|
degree from a tradition you are proficient with.]</p>
|
|||
|
|
<h2>Divine Smite</h2>
|
|||
|
|
<p>Starting at 2nd level, whenever you hit a creature with a weapon
|
|||
|
|
attack, you can choose to deliver a divine smite that deals an extra 1d8
|
|||
|
|
radiant damage.The amount of extra damage increases at higher levels, as
|
|||
|
|
shown on the Herald table.</p>
|
|||
|
|
<p>[You can use this feature a number of times equal to your proficiency
|
|||
|
|
bonus, and you regain spent uses when you finish a long rest.]</p>
|
|||
|
|
<h2>Divine Lessons</h2>
|
|||
|
|
<p>[At 3rd level, you gain a divine lesson of your choice. The divine
|
|||
|
|
lessons available to you are detailed at the end of the class
|
|||
|
|
description. The Lessons Known column of the Herald table shows when you
|
|||
|
|
learn more divine lessons.]</p>
|
|||
|
|
<h2>Herald Archetype</h2>
|
|||
|
|
<p>[Also at 3rd level, you choose the oath and tenets that you as a herald
|
|||
|
|
will swear to uphold. Your choice grants you features at 3rd level and
|
|||
|
|
again at 7th, 15th, and 20th level.]</p>
|
|||
|
|
<h3>Archetype School</h3>
|
|||
|
|
<p>[Each archetype has an associated school of spells, which you gain
|
|||
|
|
access to upon reaching 3rd level. You can choose spells from this
|
|||
|
|
school when preparing your herald spells. If you would choose a spell
|
|||
|
|
that is not on the herald spell list, it is considered a herald spell
|
|||
|
|
for you.]</p>
|
|||
|
|
<h3>Channel Divinity</h3>
|
|||
|
|
<p>[When you choose an archetype, you gain the ability to Channel Divinity
|
|||
|
|
once per rest. When you use this feature, you choose which option to
|
|||
|
|
use. Each Channel Divinity option granted by your archetype explains how
|
|||
|
|
to use it. Some Channel Divinity options require your target to make a
|
|||
|
|
saving throw. In such a case, use your herald spell save DC.]</p>
|
|||
|
|
<h2>Empowered Smite</h2>
|
|||
|
|
<p>[At 4th level, you can manipulate magic to add extra power to your
|
|||
|
|
smites. Whenever you would use your Divine Smite feature, you can choose
|
|||
|
|
one of the following effects. Once you have used this feature, you can't
|
|||
|
|
do so again until you finish a long rest. Alternatively, you can empower
|
|||
|
|
a smite by expending a spell slot of 1st-level or higher.]</p>
|
|||
|
|
<p>[Some empowerments require your target to make a saving throw. In such a
|
|||
|
|
case, use your herald spell save DC.]</p>
|
|||
|
|
<h3>Igniting Smite</h3>
|
|||
|
|
<p>[Your smite deals fire damage instead of radiant damage, and the target
|
|||
|
|
makes a Constitution saving throw at the start of each of its turns. On
|
|||
|
|
a failed save, it takes 1d6 fire damage. On a success, it takes no
|
|||
|
|
damage and the fire is extinguished. The fire can also be put out as an
|
|||
|
|
action or by the environment, and it burns out naturally after 1
|
|||
|
|
minute.]</p>
|
|||
|
|
<h3>Marking Smite</h3>
|
|||
|
|
<p>[Your smite causes the target to shed bright light for 5 feet, and dim
|
|||
|
|
light for an additional 5 feet. The effect lasts for 1 minute or until
|
|||
|
|
you target another creature with a weapon attack. As long as the effect
|
|||
|
|
lasts, the target gains no benefit from invisibility and has
|
|||
|
|
disadvantage on checks made to hide.]</p>
|
|||
|
|
<h3>Repelling Smite</h3>
|
|||
|
|
<p>[Your smite deals force damage instead of radiant damage, and the target
|
|||
|
|
makes a Strength saving throw. On a failed save, it is pushed back 10
|
|||
|
|
feet and knocked prone. On a success, it is pushed back 5 feet and isn't
|
|||
|
|
knocked prone.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.</p>
|
|||
|
|
<h2>Extra Attack</h2>
|
|||
|
|
<p>Starting at 5th level, when you take the Attack action on your turn, you
|
|||
|
|
can attack twice instead of once.</p>
|
|||
|
|
<h2>Heraldic Sermon</h2>
|
|||
|
|
<p>Also at 5th level, choose one of the following features.</p>
|
|||
|
|
<h3>Devout</h3>
|
|||
|
|
<p>[You gain proficiency in the Persuasion skill. You have advantage on
|
|||
|
|
Persuasion checks to influence others by discussing your oath or deity,
|
|||
|
|
and witnesses that hear your words are inspired to share any useful or
|
|||
|
|
important information they might have.]</p>
|
|||
|
|
<h3>Evangelism</h3>
|
|||
|
|
<p>[You gain proficiency in the Performance skill. You have advantage on
|
|||
|
|
Performance checks to convert others when preaching about your oath or
|
|||
|
|
deity, and witnesses that hear your words are inspired to donate to your
|
|||
|
|
cause.]</p>
|
|||
|
|
<h3>Fearmonger</h3>
|
|||
|
|
<p>[You gain proficiency in the Intimidation skill. You have advantage on
|
|||
|
|
Intimidation checks when using your faith to intimidate others, and
|
|||
|
|
witnesses with opposing views make obvious efforts to avoid you.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Sacred Aura</h2>
|
|||
|
|
<p>[At 6th level, you can manifest an aura that aids you and your allies.
|
|||
|
|
Each aura has a radius of 15 feet and is centered on you. You must be
|
|||
|
|
conscious for you and your allies to benefit from the aura. You can have
|
|||
|
|
only one of the following auras active at a time but can change which
|
|||
|
|
aura is active whenever you finish a long rest. At 18th level, the
|
|||
|
|
radius of all auras increases to 30 feet.]</p>
|
|||
|
|
<h3>Aura of Courage</h3>
|
|||
|
|
<p>You and allies within your aura can't be frightened.</p>
|
|||
|
|
<h3>Aura of Resistance</h3>
|
|||
|
|
<p>[You and allies within your aura gain a bonus to saving throws equal to
|
|||
|
|
your Charisma modifier (minimum +1).]</p>
|
|||
|
|
<h3>Aura of Willpower</h3>
|
|||
|
|
<p>You and allies within your aura can't be charmed.</p>
|
|||
|
|
<h2>Greater Empowered Smite</h2>
|
|||
|
|
<p>[At 8th level you learn the following new empowerments for your smites,
|
|||
|
|
and you can empower your smite at no cost twice between long rests.
|
|||
|
|
Alternatively, you can use an empowered smite by expending a spell slot
|
|||
|
|
of 1st-level or higher.]</p>
|
|||
|
|
<h3>Blinding Smite</h3>
|
|||
|
|
<p>[The target makes a Constitution saving throw. On a failure, it is
|
|||
|
|
blinded for 1 minute. At the end of each of its turns, the target can
|
|||
|
|
repeat the saving throw, ending the effect on a success.]</p>
|
|||
|
|
<h3>Disorienting Smite</h3>
|
|||
|
|
<p>[Your smite deals psychic damage instead of radiant damage, and the
|
|||
|
|
target makes a Wisdom saving throw. On a failed save, it has
|
|||
|
|
disadvantage on attack rolls for 1 minute. At the end of each of its
|
|||
|
|
turns the target can repeat the saving throw, ending the effect on a
|
|||
|
|
success.]</p>
|
|||
|
|
<h3>Taunting Smite</h3>
|
|||
|
|
<p>[The target makes a Wisdom saving throw. On a failed save, it takes an
|
|||
|
|
additional 1d6 radiant damage each time it attacks a creature other than
|
|||
|
|
you, and it can't make opportunity attacks against anyone but you. This
|
|||
|
|
effect lasts 1 minute. The target can repeat the saving throw at the end
|
|||
|
|
of each of its turns, ending the effect on a success.]</p>
|
|||
|
|
<h2>Inspiring Devotion</h2>
|
|||
|
|
<p>At 9th level choose one of the following features.</p>
|
|||
|
|
<h3>Lend Faith</h3>
|
|||
|
|
<p>[When an ally within 30 feet that can see and hear you would make an
|
|||
|
|
ability check or saving throw, you can inspire them with your faith,
|
|||
|
|
adding your Charisma modifier (minimum +1) to the roll. Once you have
|
|||
|
|
used this feature, you can't do so again until you finish a rest.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Reveal Heresy</h3>
|
|||
|
|
<p>[You gain proficiency in the Insight skill, and you gain an expertise
|
|||
|
|
die on Insight checks. Whenever a creature is lying to you, it makes a
|
|||
|
|
Charisma saving throw against a DC equal to your passive Insight score.
|
|||
|
|
This save is made with disadvantage and is done in secret by the
|
|||
|
|
Narrator. On a failure, you get a strong sense that they are being
|
|||
|
|
untruthful.]</p>
|
|||
|
|
<h3>Truth of Conviction</h3>
|
|||
|
|
<p>[Whenever you or an ally are telling the truth and make a Charisma
|
|||
|
|
ability check to do so, you can use this feature to treat any roll of 10
|
|||
|
|
or less as an 11 for that roll. Once you have used this feature, you
|
|||
|
|
can't do so again until you finish a rest.]</p>
|
|||
|
|
<h2>Improved Sacred Aura</h2>
|
|||
|
|
<p>[At 10th level, you gain a more powerful aura that is active alongside
|
|||
|
|
your Sacred Aura. The range of this aura is the same, and you can have
|
|||
|
|
only one Improved Sacred Aura active at a time. You can swap your active
|
|||
|
|
improved aura when you finish a long rest.]</p>
|
|||
|
|
<h3>Aura of Healing</h3>
|
|||
|
|
<p>[Whenever you or an ally cast a spell to heal yourself or another ally
|
|||
|
|
while both are within your aura, both the spellcaster and target regain
|
|||
|
|
additional hit points equal to your Charisma modifier (minimum +1).]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Aura of Overcoming</h3>
|
|||
|
|
<p>[Weapon attacks made by allies within your aura are considered magical
|
|||
|
|
for the purpose of overcoming damage resistances and immunities.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Aura of Smiting</h3>
|
|||
|
|
<p>[Whenever an ally within your aura critically hits with a weapon attack,
|
|||
|
|
they deal additional radiant damage equal to half your herald
|
|||
|
|
level.]</p>
|
|||
|
|
<h2>Divine Warrior</h2>
|
|||
|
|
<p>[Beginning at 11th level, whenever you hit a creature with a melee
|
|||
|
|
weapon attack, you deal an extra 1d8 radiant damage.]</p>
|
|||
|
|
<h2>Divine Recovery</h2>
|
|||
|
|
<p>[At 12th level, you can use a bonus action to recite a short prayer or
|
|||
|
|
mantra and expend a use of Channel Divinity to regain a spell slot of
|
|||
|
|
3rd-level or less.]</p>
|
|||
|
|
<p>[You can use this feature three times, regaining all expended uses when
|
|||
|
|
you finish a long rest.]</p>
|
|||
|
|
<h2>Infectious Resolve</h2>
|
|||
|
|
<p>[Starting at 14th level, you can use your action to touch one willing
|
|||
|
|
creature (or yourself) and choose one of the following effects.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>All In. [The target has advantage on its next weapon attack
|
|||
|
|
roll, and it deals an extra 1d8 radiant damage on a hit.]</p>
|
|||
|
|
<p>Iron Will. [For the next minute, as long as you are
|
|||
|
|
conscious, the target gains advantage on Wisdom saving throws made
|
|||
|
|
against spells and other magical effects.]</p>
|
|||
|
|
<p>Walk It Off. [One spell or condition affecting the target
|
|||
|
|
ends.]</p>
|
|||
|
|
<p>[You can use this feature a number of times equal to your Charisma
|
|||
|
|
modifier (minimum one time), regaining all expended uses when you finish
|
|||
|
|
a long rest.]</p>
|
|||
|
|
<h2>Holy Exemplar</h2>
|
|||
|
|
<p>[At 20th level, when you die after being reduced to 0 hit points by an
|
|||
|
|
attack or spell, after 1d4 rounds you return to life with 100 hit
|
|||
|
|
points. Once you have used this feature, you can't do so again until you
|
|||
|
|
finish a long rest.]</p>
|
|||
|
|
<h1>Divine Lessons</h1>
|
|||
|
|
<p>[When you gain access to a new divine lesson, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Bestowed Understanding</h2>
|
|||
|
|
<p>[When attempting to understand a language (whether spoken or written)
|
|||
|
|
that you don't know, you can make a DC 15 Insight check to understand
|
|||
|
|
the basic message. If the language is considered forgotten, you roll
|
|||
|
|
with disadvantage. You can use this feature a number of times equal to
|
|||
|
|
your Wisdom modifier, and you regain spent uses when you finish a long
|
|||
|
|
rest.]</p>
|
|||
|
|
<h3>Divine Health</h3>
|
|||
|
|
<p>[You are immune to disease and have advantage on saving throws made to
|
|||
|
|
resist the poisoned condition.]</p>
|
|||
|
|
<h3>Divine Vision</h3>
|
|||
|
|
<p>[You gain darkvision out to a range of 60 feet. In addition, you always
|
|||
|
|
have the ]see invisibility [spell prepared and can use this
|
|||
|
|
feature once per long rest to cast it without expending a spell
|
|||
|
|
slot.]</p>
|
|||
|
|
<h3>Do Without</h3>
|
|||
|
|
<p>[You can survive without Supply for a number of days equal to your
|
|||
|
|
Charisma modifier (minimum 1) without suffering any adverse
|
|||
|
|
effects.]</p>
|
|||
|
|
<h3>Exemplary</h3>
|
|||
|
|
<p>[You gain an expertise die on Acrobatics and Athletics checks made to
|
|||
|
|
climb, jump, run, and swim. When your party makes a group Acrobatics or
|
|||
|
|
Athletics check, you can apply the result of your roll to yourself and
|
|||
|
|
one ally. You can choose which ally to apply your result to after
|
|||
|
|
everyone has rolled, but you must do so before the Narrator says whether
|
|||
|
|
you succeed or fail.]</p>
|
|||
|
|
<h3>Glorious Purpose</h3>
|
|||
|
|
<p>[When you agree to undertake a quest that specifically fulfills the
|
|||
|
|
tenets of your herald archetype, you gain proficiency with a skill that
|
|||
|
|
will be crucial to completing that quest. The skill is chosen by the
|
|||
|
|
Narrator. If you are already proficient with the skill, you gain an
|
|||
|
|
expertise die instead. The benefits of this divine lesson do not change
|
|||
|
|
until the quest has been completed.]</p>
|
|||
|
|
<h3>Heraldic Order</h3>
|
|||
|
|
<p>[Whenever you would pay for a meal, room, or minor supplies (such as
|
|||
|
|
mundane ammunition), roll 1d6. On a result of 4 or higher, the merchant
|
|||
|
|
recognizes you as a herald of an order they either fear or respect and
|
|||
|
|
charges you nothing. If you insist on paying, they might offer you
|
|||
|
|
information about individuals or places of interest to your heraldic
|
|||
|
|
order.]</p>
|
|||
|
|
<h3>Miraculous Discovery</h3>
|
|||
|
|
<p>[You gain an expertise die on Investigation checks, and your passive
|
|||
|
|
Investigation score increases by 3. Additionally, you can use Charisma
|
|||
|
|
when making Investigation checks.]</p>
|
|||
|
|
<h3>Naturalist</h3>
|
|||
|
|
<p>[Choose one type of terrain: arctic, coast, desert, forest, grassland,
|
|||
|
|
mountain, subterranean, or swamp. You gain an expertise die on Nature
|
|||
|
|
and Survival checks made in this terrain. In addition, once each week
|
|||
|
|
when you have run out of Supply, you can spend 8 hours in the wilderness
|
|||
|
|
to find 1d4+2 Supply.]</p>
|
|||
|
|
<h3>Prophetic Protection</h3>
|
|||
|
|
<p>[Whenever you would trigger a trap, the Narrator makes a secret Charisma
|
|||
|
|
(Perception) check for you against the DC to spot the trap. On a
|
|||
|
|
success, you don't spot the trap but get a strong sense that moving any
|
|||
|
|
further will put you in danger.]</p>
|
|||
|
|
<h3>Seek Truths</h3>
|
|||
|
|
<p>[You gain an expertise die on Insight checks made to discern the truth.
|
|||
|
|
In addition, after you make a successful Insight check contested by a
|
|||
|
|
creature's Deception check, you have advantage on Insight checks made
|
|||
|
|
against that creature for 24 hours.]</p>
|
|||
|
|
<h3>Sense Import</h3>
|
|||
|
|
<p>[Your Divine Sense extends to detect whenever you enter a place that is
|
|||
|
|
or once was of great holy or unholy significance, and you learn basic
|
|||
|
|
information about why or to whom it was important. Additionally, you
|
|||
|
|
have advantage on checks made to learn more information about the area
|
|||
|
|
while you are there.]</p>
|
|||
|
|
<h3>Silvered Tongue</h3>
|
|||
|
|
<p>[You gain an expertise die on Intimidation and Persuasion checks. In
|
|||
|
|
addition, when you successfully intimidate or persuade a creature, you
|
|||
|
|
have advantage on Intimidation and Persuasion checks made against that
|
|||
|
|
creature for the next 24 hours.]</p>
|
|||
|
|
<h3>Undaunted</h3>
|
|||
|
|
<p>[While exploring a place you've never been to before, you can use your
|
|||
|
|
reaction to gain advantage on ability checks and attack rolls until the
|
|||
|
|
end of your next turn. You can use this feature a number of times equal
|
|||
|
|
to your Wisdom modifier, and you regain spent uses when you finish a
|
|||
|
|
long rest.]</p>
|
|||
|
|
<h1>HERALD ARCHETYPES</h1>
|
|||
|
|
<h2>Green Knight</h2>
|
|||
|
|
<h3>Tenets of the Green Knight</h3>
|
|||
|
|
<p>[All green knights hold similar tenets, regardless of the deity they
|
|||
|
|
serve.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Defend Nature. [Protect and heal the lands you travel
|
|||
|
|
through.]</li>
|
|||
|
|
<li>Embody Strength. [Be as mighty as a boulder and when
|
|||
|
|
needed stand firm like a rooted tree.]</li>
|
|||
|
|
<li>Ensure the Cycle. [Do not suffer that which defies the
|
|||
|
|
natural flow of life and teach these ways to others.]</li>
|
|||
|
|
<li>Walk the World.[ Travel far and experience the beauty of
|
|||
|
|
nature beyond your territory.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Archetype School</h3>
|
|||
|
|
<p>Add the nature school of magic to your list of herald spells.</p>
|
|||
|
|
<h3>Channel Divinity</h3>
|
|||
|
|
<p>[At 3rd level when you choose this archetype, you gain the following two
|
|||
|
|
Channel Divinity options.]</p>
|
|||
|
|
<p>Blessing of Nature.[ For the next hour, you have advantage
|
|||
|
|
on Persuasion checks made to influence druids and beasts. Alternatively,
|
|||
|
|
you can end the blessing early to gain advantage on a Survival check
|
|||
|
|
made to find Supply or a haven in the wilderness.]</p>
|
|||
|
|
<p>Rely on Nature. [When you fail a Nature or Survival check,
|
|||
|
|
you can use your reaction to succeed instead.]</p>
|
|||
|
|
<h3>Empowered Bond</h3>
|
|||
|
|
<p>Also at 3rd level, you learn the find familiar [spell and
|
|||
|
|
can cast it as a ritual. When you cast the spell, you can choose one of
|
|||
|
|
the normal forms for your familiar or one of the following special
|
|||
|
|
forms: awakened shrub, shrieker, sprite, or violet fungus.]</p>
|
|||
|
|
<p>[Additionally, when you take the Attack action, you can forgo one of
|
|||
|
|
your own attacks to allow your familiar to make one attack of its own
|
|||
|
|
with its reaction.]</p>
|
|||
|
|
<h3>Nature's Sanctuary</h3>
|
|||
|
|
<p>[At 7th level, when a beast or plant attacks you, it must make a Wisdom
|
|||
|
|
saving throw against your herald spell save DC. The beast or plant has
|
|||
|
|
advantage on this saving throw if it has a CR equal to or higher than
|
|||
|
|
your herald level. 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. A creature is
|
|||
|
|
aware of this effect before it makes its attack against you.]</p>
|
|||
|
|
<p>[In addition, you can't be charmed or frightened by elementals or
|
|||
|
|
fey.]</p>
|
|||
|
|
<h3>Armaments of Nature</h3>
|
|||
|
|
<p>[Starting at 15th level, you can use an action and expend one use of
|
|||
|
|
Channel Divinity to cover yourself in bark, rock, soil, and vines for 1
|
|||
|
|
hour.]</p>
|
|||
|
|
<p>[For the duration, your Armor Class equals 10 + your proficiency bonus +
|
|||
|
|
your Dexterity modifier + your Charisma modifier, and when a creature
|
|||
|
|
grappling you starts its turn, it takes 2d6 piercing damage.]</p>
|
|||
|
|
<p>[In addition, you can use a bonus action to grow a melee weapon in your
|
|||
|
|
hands. You are proficient with the weapon and it deals 1d12 bludgeoning,
|
|||
|
|
piercing, or slashing damage (determined by the weapon's shape). While
|
|||
|
|
wielding the weapon, your reach increases by 5 feet. The weapon can't be
|
|||
|
|
disarmed, but it can be damaged (AC equal to your herald spell save DC
|
|||
|
|
and hit points equal to your herald level).]</p>
|
|||
|
|
<h3>Timeless Body</h3>
|
|||
|
|
<p>[Also at 15th 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.]</p>
|
|||
|
|
<h3>Nature's Servant</h3>
|
|||
|
|
<p>[At 20th level, if you start your turn bloodied, you regain hit points
|
|||
|
|
equal to 5 + your Constitution modifier. While your Armaments of Nature
|
|||
|
|
feature is active, the amount of hit points you regain doubles, and you
|
|||
|
|
regain hit points even when you aren't blooded. You don't gain these
|
|||
|
|
benefits while you have 0 hit points.]</p>
|
|||
|
|
<p>[In addition, the weapon you form using Armaments of Nature is
|
|||
|
|
considered magical and grants you a +3 bonus to attack and damage rolls
|
|||
|
|
you make with it.]</p>
|
|||
|
|
<h2>Holy Champion</h2>
|
|||
|
|
<h3>Tenets of the Holy Champion</h3>
|
|||
|
|
<p>[All holy champions hold similar tenets, regardless of the deity they
|
|||
|
|
serve.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Lead by Example. [Strive to embody the principles of
|
|||
|
|
your deity, and inspire others to do the same.]</li>
|
|||
|
|
<li>Life In Service. [When your deity calls, you answer, and
|
|||
|
|
all you do is in dedication to them.]</li>
|
|||
|
|
<li>Quick of Mind. [Steel yourself against psychic attacks
|
|||
|
|
that may sway you from service.]</li>
|
|||
|
|
<li>Strong of Body. [Peak physical condition must be
|
|||
|
|
maintained, in order to serve to the best of your abilities.]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Archetype School</h3>
|
|||
|
|
<p>[Add the good and radiant schools of magic to your list of herald spells
|
|||
|
|
(or if you are an unholy champion, the evil and necrotic schools of
|
|||
|
|
magic).]</p>
|
|||
|
|
<h3>Channel Divinity</h3>
|
|||
|
|
<p>[At 3rd level when you choose this archetype, you gain the following two
|
|||
|
|
Channel Divinity options.]</p>
|
|||
|
|
<p>Negative Energy Flood. [As an action, you can use your
|
|||
|
|
Channel Divinity to unleash a flood of negative energy on your foes.
|
|||
|
|
Creatures you choose within 30 feet of you make a Constitution saving
|
|||
|
|
throw. On a failed save, a creature takes 2d8 necrotic damage and is
|
|||
|
|
pushed back 5 feet. On a success, it takes half damage and isn't pushed
|
|||
|
|
back.]</p>
|
|||
|
|
<p>Positive Energy Flood. [As a bonus action, you can use your
|
|||
|
|
Channel Divinity to send out a flood of positive energy to heal your
|
|||
|
|
allies. Creatures you choose (including yourself) within 30 feet regain
|
|||
|
|
hit points equal to your proficiency bonus + your Charisma
|
|||
|
|
modifier.]</p>
|
|||
|
|
<h3>Aura of the Champion</h3>
|
|||
|
|
<p>[Beginning at 7th level, you gain a third aura that is active alongside
|
|||
|
|
your Sacred Aura and has the same range. Choose one of the following
|
|||
|
|
options.]</p>
|
|||
|
|
<p>Aura of Darkness. [After initiative is rolled, when a
|
|||
|
|
hostile creature starts its turn in your aura or first enters into it on
|
|||
|
|
a turn, it must succeed on a Wisdom saving throw or become frightened of
|
|||
|
|
you for 1 minute. Once a creature has been frightened by this aura, it
|
|||
|
|
is immune to the aura's effects for 24 hours.]</p>
|
|||
|
|
<p>Aura of Light. [An unconscious ally with 0 hit points that
|
|||
|
|
starts its turn in your aura automatically succeeds on the first death
|
|||
|
|
saving throw it makes that turn. Once a creature succeeds on three death
|
|||
|
|
saving throws while in your aura, it can't benefit from this effect
|
|||
|
|
again until it finishes a long rest.]</p>
|
|||
|
|
<h3>Divine Protection</h3>
|
|||
|
|
<p>[Starting at 15th level,when you are bloodied at the end of your turn,
|
|||
|
|
you regain hit points equal to half your herald level + your Charisma
|
|||
|
|
modifier.]</p>
|
|||
|
|
<h3>Champion of Legend</h3>
|
|||
|
|
<p>At 20th level, you gain one of the following benefits.</p>
|
|||
|
|
<p>Emissary of Darkness. [You gain the Evil alignment trait.
|
|||
|
|
You can use an action to call upon your deity and emit an aura of
|
|||
|
|
magical darkness. For 1 minute, magical darkness fills the area around
|
|||
|
|
you in a 30-foot radius. You and a number of creatures you choose equal
|
|||
|
|
to your Charisma modifier (minimum one create) can see in this darkness
|
|||
|
|
as if it were dim light. When a hostile creature starts its turn in your
|
|||
|
|
aura or first enters your aura on a turn, it takes necrotic damage equal
|
|||
|
|
to 10 + your Charisma modifier.]</p>
|
|||
|
|
<p>Emissary of Light. [You gain the Good alignment trait. You
|
|||
|
|
can use an action to call upon your deity and emit an aura of sunlight.
|
|||
|
|
For 1 minute, you shine bright light in a 30-foot radius, and dim light
|
|||
|
|
for an additional 30 feet. When a hostile creature starts its turn in
|
|||
|
|
your aura or first enters your aura on a turn, it takes radiant damage
|
|||
|
|
equal to 10 + your Charisma modifier.]</p>
|
|||
|
|
<h2>Inquisitor</h2>
|
|||
|
|
<h3>Tenets of the Inquisitor</h3>
|
|||
|
|
<p>[All inquisitors hold similar tenets, regardless of the deity they
|
|||
|
|
serve.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Have Faith. [Have faith in yourself, your actions, and
|
|||
|
|
above all the order which you serve.]</li>
|
|||
|
|
<li>Loyalty Above All. [Your word is your bond, and loyalty
|
|||
|
|
is an integral part of who you are.]</li>
|
|||
|
|
<li>Question Everyone. [All outside of your order should be
|
|||
|
|
regarded as potential heretics, lest worldly connections prevent you
|
|||
|
|
from carrying out your duty.]</li>
|
|||
|
|
<li>Without Mercy. [You must pass judgment without mercy as
|
|||
|
|
you carry out divine retribution.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Archetype School</h3>
|
|||
|
|
<p>[Add the communication school of magic to your list of herald
|
|||
|
|
spells.]</p>
|
|||
|
|
<h3>Channel Divinity</h3>
|
|||
|
|
<p>[At 3rd level when you choose this archetype, you gain the following two
|
|||
|
|
Channel Divinity options.]</p>
|
|||
|
|
<p>Compelling Inquiry. [When questioning a creature with which
|
|||
|
|
you share a language, you can use your Channel Divinity to compel it to
|
|||
|
|
speak the truth. The creature makes a Constitution saving throw or finds
|
|||
|
|
itself unable to be dishonest for 1 minute. Regardless of whether it
|
|||
|
|
succeeds or fails, you know the outcome of the saving throw.]</p>
|
|||
|
|
<p>Inquisitorial Challenge. [As a bonus action, you can use
|
|||
|
|
your Channel Divinity to issue a challenge of combat to one creature you
|
|||
|
|
can see within 30 feet. The creature makes a Wisdom saving throw. On a
|
|||
|
|
failed save, the creature can't move more than 30 feet away from you and
|
|||
|
|
has disadvantage on attacks against creatures other than you for 1
|
|||
|
|
minute.]</p>
|
|||
|
|
<h3>Mark of the Heretic</h3>
|
|||
|
|
<p>[Beginning at 7th level, you can use a bonus action to choose one
|
|||
|
|
creature you can see within 30 feet. The target is marked for 1 minute,
|
|||
|
|
or until either you or the target die. While the target is marked, you
|
|||
|
|
gain the following benefits:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[Damage rolls you make against the creature deal extra damage equal
|
|||
|
|
to your spell attack modifier.]</li>
|
|||
|
|
<li>[Attacks made by you or your allies score critical hits against the
|
|||
|
|
creature on a roll of 19--20.]</li>
|
|||
|
|
<li>[The creature makes a Dexterity saving throw or it becomes outlined
|
|||
|
|
in a nimbus of light (of a color chosen by you) for the duration.
|
|||
|
|
This nimbus of light negates the benefits of invisibility on the
|
|||
|
|
creature.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[If the marked target isn't killed or captured within 1 hour, you have
|
|||
|
|
disadvantage on melee weapon attacks against other creatures until you
|
|||
|
|
finish a rest.]</p>
|
|||
|
|
<p>[Once you have used this feature, you can't do so again until you finish
|
|||
|
|
a rest. At 15th level, you can use this feature twice between
|
|||
|
|
rests.]</p>
|
|||
|
|
<h3>Divine Justice</h3>
|
|||
|
|
<p>[Starting at 15th level, when you use Mark of the Heretic, you need only
|
|||
|
|
point at a creature to mark it. Additionally, when a creature marked by
|
|||
|
|
this feature dies, you can apply the mark to another creature you can
|
|||
|
|
see within 30 feet without expending another use of Mark of the
|
|||
|
|
Heretic.]</p>
|
|||
|
|
<h3>Ear for Deceit</h3>
|
|||
|
|
<p>[At 20th level, when listening to a creature speak, provided you share
|
|||
|
|
at least one language, you are immediately aware if it is being
|
|||
|
|
dishonest---though you have no special ability to obtain the truth
|
|||
|
|
without using your Channel Divinity. Creatures protected from
|
|||
|
|
divination, such as by the ]nondetection [spell, are immune
|
|||
|
|
to this feature.]</p>
|
|||
|
|
<h1>Herald Spell List</h1>
|
|||
|
|
<p>As a herald you can choose from the following spells.</p>
|
|||
|
|
<h2>Cantrips</h2>
|
|||
|
|
<p>Altered Strike [(tra): Briefly transform your weapon or fist
|
|||
|
|
into another material and strike with it.]</p>
|
|||
|
|
<p>Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
|||
|
|
unarmed strikes.]</p>
|
|||
|
|
<p>Guidance [(div): A creature you touch gains an expertise die
|
|||
|
|
on an ability check of its choosing.]</p>
|
|||
|
|
<p>Light (evo): Enchant one object to emit light.</p>
|
|||
|
|
<p>Mending [(tra): Perform simple repairs on an object.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Message [(tra): Send short messages to other creatures.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Resistance [(abj): Give a creature a bonus to one saving
|
|||
|
|
throw.]</p>
|
|||
|
|
<p>Thaumaturgy [(tra): Manifest a minor magical effect to
|
|||
|
|
display divine power.]</p>
|
|||
|
|
<p>True Strike [(div): Gain advantage on attacks against a
|
|||
|
|
single creature.]</p>
|
|||
|
|
<h2>1st-Level</h2>
|
|||
|
|
<p>Bless [(enc): Bless a number of creatures, improving their
|
|||
|
|
attack rolls and saving throws.]</p>
|
|||
|
|
<p>Calculated Retribution [(abj): Surround yourself with a
|
|||
|
|
dampening magical field and collect the energy of your foes' attacks to
|
|||
|
|
use against them.]</p>
|
|||
|
|
<p>Ceremony [(evo): Perform a religious ceremony for a funeral,
|
|||
|
|
last rites, offering, purification, or rite of passage.]</p>
|
|||
|
|
<p>Command [(enc): Compel a creature to follow a one-word
|
|||
|
|
command.]</p>
|
|||
|
|
<p>Create or Destroy Water [(tra): Create or destroy up to 10
|
|||
|
|
gallons of water.]</p>
|
|||
|
|
<p>Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
|||
|
|
spellcasting ability modifier.]</p>
|
|||
|
|
<p>Detect Evil and Good [(div): Sense the presence and nature
|
|||
|
|
of otherworldly influences.]</p>
|
|||
|
|
<p>Detect Magic [(div): Sense the presence and school of
|
|||
|
|
magical auras.]</p>
|
|||
|
|
<p>Detect Poison and Disease [(div): Sense the presence of and
|
|||
|
|
identify poisons and diseases.]</p>
|
|||
|
|
<p>Divine Favor [(evo): Deal bonus radiant damage with your
|
|||
|
|
attacks.]</p>
|
|||
|
|
<p>Heroism [(enc): Imbue a creature with bravery and
|
|||
|
|
vigor.]</p>
|
|||
|
|
<p>Protection from Evil and Good [(abj): Protect a creature
|
|||
|
|
from certain creature types.]</p>
|
|||
|
|
<p>Purify Food and Drink [(tra): Cleanse food and drink of
|
|||
|
|
poisons and disease.]</p>
|
|||
|
|
<p>Shield of Faith [(abj): Bestow holy protection upon a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Traveler's Ward [(abj): Protect a creature from
|
|||
|
|
pickpockets.]</p>
|
|||
|
|
<p>Wind Up [(evo): Magically ensure that your next melee attack
|
|||
|
|
strikes true.]</p>
|
|||
|
|
<h2>2nd-Level</h2>
|
|||
|
|
<p>Aid (abj): Boost the hit points of allies.</p>
|
|||
|
|
<p>Deadweight [(tra): Greatly increase the weight of an
|
|||
|
|
object.]</p>
|
|||
|
|
<p>Find Steed (cjr): [Summon a spirit that takes
|
|||
|
|
the form of a mount.]</p>
|
|||
|
|
<p>Force of Will [(abj): Reduce the damage dealt by an
|
|||
|
|
attack.]</p>
|
|||
|
|
<p>Lesser Restoration [(abj): Remove one affliction from a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Locate Object [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby object.]</p>
|
|||
|
|
<p>Magic Weapon [(tra): Imbue a weapon with magic, making it
|
|||
|
|
more powerful.]</p>
|
|||
|
|
<p>Mental Grip (cjr): [Conjure extensions of
|
|||
|
|
your own mental fortitude to keep your foes at bay.]</p>
|
|||
|
|
<p>Protection from Poison [(abj): Protect a creature from
|
|||
|
|
poison, and purge any poisons from their system.]</p>
|
|||
|
|
<p>Zone of Truth [(enc): Create a zone that minimizes spoken
|
|||
|
|
deceptions.]</p>
|
|||
|
|
<h2>3rd-Level</h2>
|
|||
|
|
<p>Blood-Writ Bargain (cjr): [Create a pact
|
|||
|
|
enforced by celestials or fiends.]</p>
|
|||
|
|
<p>Create Food and Water (cjr): [Conjure food
|
|||
|
|
and water to sustain one or more humanoids.]</p>
|
|||
|
|
<p>Crushing Haymaker [(evo): Deliver a devastating strike that
|
|||
|
|
deals thunder damage and lays your target low.]</p>
|
|||
|
|
<p>Daylight [(evo): Fill an area with magical daylight.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Dispel Magic (abj): End ongoing magical effects.</p>
|
|||
|
|
<p>Magic Circle [(abj): Create a protective cylinder of
|
|||
|
|
magic.]</p>
|
|||
|
|
<p>Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Revivify [(nec): Return life to a creature that has been
|
|||
|
|
dead for less than a minute.]</p>
|
|||
|
|
<h2>4th-Level</h2>
|
|||
|
|
<p>Banishment [(abj): Send a creature to another plane.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Death Ward [(abj): Grant a creature a one-time escape from
|
|||
|
|
death.]</p>
|
|||
|
|
<p>Locate Creature [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby creature.]</p>
|
|||
|
|
<h2>5th-Level</h2>
|
|||
|
|
<p>Dispel Evil and Good [(abj): Gain protection from
|
|||
|
|
otherworldly foes and abilities to combat them.]</p>
|
|||
|
|
<p>Geas [(enc): Give a creature a command with an extremely
|
|||
|
|
long duration.]</p>
|
|||
|
|
<p>Raise Dead [(nec): Return a recently dead creature to
|
|||
|
|
life.]</p>
|
|||
|
|
<h1>Marshal</h1>
|
|||
|
|
<p>TABLE: MARSHAL</p>
|
|||
|
|
<p>+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [ | [PROF. | [FEA | [COMM | [FO | [MAN | [MA | [L |
|
|||
|
|
| LEVEL] | BONUS] | TURES] | ANDING | LLOW.] | EUVERS | NEUVER | ESSONS |
|
|||
|
|
| {.c132 | {.c132 | {.c132 | PRE | {.c132 | KNOWN] | D | KNOWN] |
|
|||
|
|
| .c25} | .c25} | .c25} | SENCE] | .c25} | {.c132 | EGREE] | {.c132 |
|
|||
|
|
| | | | | |
|
|||
|
|
| | | | .c25} | | | .c25} | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [1st | [+2 | [Comm | [10 | [--- | [--- | [--- | [--- |
|
|||
|
|
| ]{.c13 | ]{.c13 | anding | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Pre | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | sence, | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [Ra | | | | | |
|
|||
|
|
| | | llying | | | | | |
|
|||
|
|
| | | Surge | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [2nd | [+2 | [ | [10 | [--- | [2 | [1st | [1 |
|
|||
|
|
| ]{.c13 | ]{.c13 | Combat | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Mane | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | uvers, | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [L | | | | | |
|
|||
|
|
| | | essons | | | | | |
|
|||
|
|
| | | of | | | | | |
|
|||
|
|
| | | War | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [3rd | [+2 | [M | [10 | [--- | [3 | [1st | [1 |
|
|||
|
|
| ]{.c13 | ]{.c13 | arshal | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Arch | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | etype, | .c7} | | | | |
|
|||
|
|
| | | Mark | | | | | |
|
|||
|
|
| | | Foe | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [4th | [+2 | [A | [10 | [--- | [3 | [2nd | [1 |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Impro | .c7} | | | | |
|
|||
|
|
| | | vement | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [5th | [+3 | [ | [20 | [1 | [4 | [2nd | [1 |
|
|||
|
|
| ]{.c13 | ]{.c13 | Combat | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Direc | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | tives, | .c7} | | | | |
|
|||
|
|
| | | Extra | | | | | |
|
|||
|
|
| | | A | | | | | |
|
|||
|
|
| | | ttack, | | | | | |
|
|||
|
|
| | | Fol | | | | | |
|
|||
|
|
| | | lowers | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [6th | [+3 | [Call | [20 | [1 | [4 | [2nd | [2 |
|
|||
|
|
| ]{.c13 | ]{.c13 | to | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Arms, | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | M | .c7} | | | | |
|
|||
|
|
| | | artial | | | | | |
|
|||
|
|
| | | R | | | | | |
|
|||
|
|
| | | enown, | | | | | |
|
|||
|
|
| | | Ver | | | | | |
|
|||
|
|
| | | satile | | | | | |
|
|||
|
|
| | | Explo | | | | | |
|
|||
|
|
| | | ration | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [7th | [+3 | [M | [20 | [1 | [5 | [2nd | [2 |
|
|||
|
|
| ]{.c13 | ]{.c13 | arshal | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Arc | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | hetype | .c7} | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | eature | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [8th | [+3 | [A | [20 | [1 | [5 | [3rd | [2 |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Impro | .c7} | | | | |
|
|||
|
|
| | | vement | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [9th | [+4 | [Spur | [20 | [1 | [6 | [3rd | [2 |
|
|||
|
|
| ]{.c13 | ]{.c13 | Ally | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | .c7} | .c7} | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [10th | [+4 | [Ex | [30 | [2 | [6 | [3rd | [3 |
|
|||
|
|
| ]{.c13 | ]{.c13 | panded | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Direc | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | tives, | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [Rouse | | | | | |
|
|||
|
|
| | | the | | | | | |
|
|||
|
|
| | | Troops | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [11th | [+4 | [Extra | [30 | [2 | [7 | [3rd | [3 |
|
|||
|
|
| ]{.c13 | ]{.c13 | Attack | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | (2), | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | M | .c7} | | | | |
|
|||
|
|
| | | arshal | | | | | |
|
|||
|
|
| | | Arc | | | | | |
|
|||
|
|
| | | hetype | | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | eature | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [12th | [+4 | [A | [30 | [2 | [7 | [4th | [3 |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Improv | .c7} | | | | |
|
|||
|
|
| | | ement, | | | | | |
|
|||
|
|
| | | Comm | | | | | |
|
|||
|
|
| | | anding | | | | | |
|
|||
|
|
| | | De | | | | | |
|
|||
|
|
| | | meanor | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [13th | [+5 | [Daun | [30 | [2 | [8 | [4th | [3 |
|
|||
|
|
| ]{.c13 | ]{.c13 | tless, | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Stro | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | nghold | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [14th | [+5 | [ | [30 | [2 | [8 | [4th | [4 |
|
|||
|
|
| ]{.c13 | ]{.c13 | Advant | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | ageous | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Action | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [15th | [+5 | [M | [45 | [3 | [9 | [4th | [4 |
|
|||
|
|
| ]{.c13 | ]{.c13 | arshal | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Arc | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | hetype | .c7} | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | eature | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [16th | [+5 | [A | [45 | [3 | [9 | [5th | [4 |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Improv | .c7} | | | | |
|
|||
|
|
| | | ement, | | | | | |
|
|||
|
|
| | | G | | | | | |
|
|||
|
|
| | | reater | | | | | |
|
|||
|
|
| | | Stro | | | | | |
|
|||
|
|
| | | nghold | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [17th | [+6 | [Cr | [45 | [3 | [10 | [5th | [4 |
|
|||
|
|
| ]{.c13 | ]{.c13 | itical | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | We | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | akness | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [18th | [+6 | [Impr | [45 | [3 | [10 | [5th | [5 |
|
|||
|
|
| ]{.c13 | ]{.c13 | essive | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Reput | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | ation, | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [M | | | | | |
|
|||
|
|
| | | arshal | | | | | |
|
|||
|
|
| | | Arc | | | | | |
|
|||
|
|
| | | hetype | | | | | |
|
|||
|
|
| | | F | | | | | |
|
|||
|
|
| | | eature | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [19th | [+6 | [A | [45 | [3 | [11 | [5th | [5 |
|
|||
|
|
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Impro | .c7} | | | | |
|
|||
|
|
| | | vement | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+
|
|||
|
|
| [20th | [+6 | [Leg | [60 | [4 | [11 | [5th | [5 |
|
|||
|
|
| ]{.c13 | ]{.c13 | endary | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
|||
|
|
| .c7} | .c7} | Comm | ] | .c7} | .c7} | .c7} |
|
|||
|
|
| | | ander, | .c7} | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
| | | | | | | | |
|
|||
|
|
| | | [S | | | | | |
|
|||
|
|
| | | upreme | | | | | |
|
|||
|
|
| | | Stro | | | | | |
|
|||
|
|
| | | nghold | | | | | |
|
|||
|
|
| | | ]{.c13 | | | | | |
|
|||
|
|
| | | .c7} | | | | | |
|
|||
|
|
+--------+--------+--------+--------+--------+--------+--------+--------+</p>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d10 per marshal level</p>
|
|||
|
|
<p>Hit Points at 1st Level: [10 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels:[ 1d10 (or 6) + your
|
|||
|
|
Constitution modifier per marshal level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: Light armor, medium armor,</p>
|
|||
|
|
<p>heavy armor, shields</p>
|
|||
|
|
<p>Weapons: Simple weapons, martial weapons</p>
|
|||
|
|
<p>Tools: None</p>
|
|||
|
|
<p>Saving Throws: Wisdom, Charisma</p>
|
|||
|
|
<p>Skills: [Choose two from Athletics, History, Insight,
|
|||
|
|
Intimidation, Medicine, Perception, and Persuasion]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 200 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Skirmisher's Set (Cost 193 gp): [6 javelins, longsword,
|
|||
|
|
hauberk, light shield, explorer's pack]</li>
|
|||
|
|
<li>Soldier's Set (Cost 111 gp):[ Battleaxe, scimitar, 2
|
|||
|
|
spears, longbow and quiver with 20 arrows, padded leather,
|
|||
|
|
dungeoneer's pack]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Commanding Presence</h2>
|
|||
|
|
<p>[Starting at 1st level, you have a Commanding Presence that extends from
|
|||
|
|
you in a 10-foot radius.]</p>
|
|||
|
|
<p>[When you take the Attack action, you can forgo making one attack to
|
|||
|
|
allow a creature within range of your Commanding Presence to make an
|
|||
|
|
attack instead. If the target can hear or see you, it can use its
|
|||
|
|
reaction to either cast a cantrip or make one weapon attack.]</p>
|
|||
|
|
<p>[The radius of your Commanding Presence increases to 20 feet at 5th
|
|||
|
|
level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th
|
|||
|
|
level.]</p>
|
|||
|
|
<h2>Rallying Surge</h2>
|
|||
|
|
<p>[Also starting at 1st level, you can use a bonus action to choose a
|
|||
|
|
creature within 30 feet of you. If the target can hear or see you, it
|
|||
|
|
regains hit points equal to 1d8 + your marshal level. Once you use this
|
|||
|
|
feature, you must finish a long rest before you can use it again.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[You can target two creatures simultaneously with this feature at 3rd
|
|||
|
|
level, and starting at 7th level you regain use of this feature after
|
|||
|
|
finishing a short or long rest.]</p>
|
|||
|
|
<h2>Combat Maneuvers</h2>
|
|||
|
|
<p>[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
|||
|
|
proficiency in two combat traditions from the following list: Biting
|
|||
|
|
Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge,
|
|||
|
|
Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers
|
|||
|
|
of your choice from traditions you are proficient with.]</p>
|
|||
|
|
<p>[You gain an exertion pool equal to twice your proficiency bonus, and
|
|||
|
|
you regain any spent exertion when you finish a rest. You use your
|
|||
|
|
maneuvers by spending points from your exertion pool. The Maneuvers
|
|||
|
|
Known column of the Marshal table shows when you learn more maneuvers
|
|||
|
|
from a tradition you are proficient with, while the Maneuver Degree
|
|||
|
|
column shows the highest-degree maneuver you can select at a given
|
|||
|
|
level.]</p>
|
|||
|
|
<p>[Additionally, whenever you learn a new maneuver, you can choose one of
|
|||
|
|
the maneuvers you know and replace it with another maneuver of the same
|
|||
|
|
degree from a tradition you are proficient with.]</p>
|
|||
|
|
<h2>Lessons of War</h2>
|
|||
|
|
<p>[Also at 2nd level, you learn a lesson of war of your choice. Your
|
|||
|
|
lessons are detailed at the end of the class description. The Lessons
|
|||
|
|
Known column of the Marshal table shows when you learn more lessons of
|
|||
|
|
war.]</p>
|
|||
|
|
<h2>Marshal Archetype</h2>
|
|||
|
|
<p>[At 3rd level, you choose an archetype that focuses on the military
|
|||
|
|
stratagems you devise. Your choice grants you features at 3rd level and
|
|||
|
|
again at 7th, 11th, 15th, and 18th level.]</p>
|
|||
|
|
<h2>Mark Foe</h2>
|
|||
|
|
<p>[Also at 3rd level, you can use a bonus action to choose a creature you
|
|||
|
|
can see within 30 feet. Until the start of your next turn, creatures
|
|||
|
|
able to hear or see you gain an expertise die on attacks made against
|
|||
|
|
that creature.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.</p>
|
|||
|
|
<h2>Combat Directives</h2>
|
|||
|
|
<p>[Starting at 5th level, you learn one combat maneuver from the Sanguine
|
|||
|
|
Knot tradition. The degree of this maneuver can't be higher than the
|
|||
|
|
highest-degree maneuver you can learn. This combat maneuver does not
|
|||
|
|
count against the number of combat maneuvers that you know.]</p>
|
|||
|
|
<p>[In addition, when a creature makes an attack granted by your Commanding
|
|||
|
|
Presence, it can simultaneously use one Sanguine Knot combat maneuver
|
|||
|
|
that you know. If the creature does not have any exertion points to
|
|||
|
|
spend on combat maneuvers, it does not require exertion points for that
|
|||
|
|
use but it can't benefit from Combat Directives again until it finishes
|
|||
|
|
a rest.]</p>
|
|||
|
|
<h2>Extra Attack</h2>
|
|||
|
|
<p>Starting at 5th level, when you take the Attack action on your turn, you
|
|||
|
|
can attack twice instead of once. At 11th level, you can attack three
|
|||
|
|
times instead of once.</p>
|
|||
|
|
<h2>Followers</h2>
|
|||
|
|
<p>[At 5th level, you gain one inexperienced follower. At 10th, 15th, and
|
|||
|
|
20th level, you gain an additional follower, or one of your followers
|
|||
|
|
becomes more experienced. If one of your followers dies, after 1 month
|
|||
|
|
you receive word that their replacement is ready to join you.]</p>
|
|||
|
|
<h2>Call to Arms</h2>
|
|||
|
|
<p>[Beginning at 6th level, when you roll initiative, you and each creature
|
|||
|
|
you choose within your Commanding Presence gains an expertise die to
|
|||
|
|
their initiative roll. Additionally, when you roll for initiative, you
|
|||
|
|
can switch your result with that of any ally you can see.]</p>
|
|||
|
|
<h2>Martial Renown</h2>
|
|||
|
|
<p>[At 6th level, you add half your proficiency bonus to your Prestige
|
|||
|
|
rating.]</p>
|
|||
|
|
<p>[In addition, your reputation strongly affects how you are perceived,
|
|||
|
|
and when it becomes known that you are in a settlement, people treat you
|
|||
|
|
accordingly. At the Narrator's discretion, there may be settlements
|
|||
|
|
(such as an enemy's war camp) where you can't utilize this feature.
|
|||
|
|
Choose one of the following:]</p>
|
|||
|
|
<h3>Famous</h3>
|
|||
|
|
<p>[When you arrive in a settlement, after you reveal who you are, local
|
|||
|
|
authority figures seek you out to make introductions and invite you to
|
|||
|
|
share a meal or drink. In addition, you gain an expertise die on
|
|||
|
|
Persuasion checks.]</p>
|
|||
|
|
<h3>Infamous</h3>
|
|||
|
|
<p>[When you arrive in a settlement, after you reveal who you are, common
|
|||
|
|
folk hurry to get out of your way, and when you corner a commoner to ask
|
|||
|
|
about something local, they rapidly tell you whatever details they think
|
|||
|
|
you might want to know. In addition, you gain an expertise die on
|
|||
|
|
Intimidation checks.]</p>
|
|||
|
|
<h3>Maverick</h3>
|
|||
|
|
<p>[When you arrive in a settlement, after you reveal who you are, the
|
|||
|
|
local watch starts keeping an eye on you. Heads of illegal organizations
|
|||
|
|
might introduce themselves to you if they have goals well suited to your
|
|||
|
|
talents. Additionally, guards expect you're up to no good and are quick
|
|||
|
|
to leave their posts to follow you.]</p>
|
|||
|
|
<h2>Versatile Exploration</h2>
|
|||
|
|
<p>[Also at 6th level, whenever you learn a new lesson of war or replace an
|
|||
|
|
existing one, you can instead choose from fighter soldiering
|
|||
|
|
knacks.]</p>
|
|||
|
|
<h2>Spur Ally</h2>
|
|||
|
|
<p>[Beginning at 9th level, once per long rest, when a creature you can see
|
|||
|
|
that can hear or see you fails an ability check or saving throw, you can
|
|||
|
|
use your reaction to allow them to reroll the triggering ability check
|
|||
|
|
or saving throw.]</p>
|
|||
|
|
<p>[Starting at 13th level, you regain use of this feature after finishing
|
|||
|
|
a short or long rest.]</p>
|
|||
|
|
<h2>Expanded Directives</h2>
|
|||
|
|
<p>[Starting at 10th level, your capacity to direct your companions
|
|||
|
|
broadens. Choose one tradition that you know combat maneuvers from. You
|
|||
|
|
are able to use Combat Directives to grant uses of combat maneuvers from
|
|||
|
|
the chosen tradition.]</p>
|
|||
|
|
<p>[At 15th level, choose a second tradition that you know combat maneuvers
|
|||
|
|
from.]</p>
|
|||
|
|
<h2>Rouse the Troops</h2>
|
|||
|
|
<p>[Also starting at 10th level, you can spend 1 minute speaking words of
|
|||
|
|
encouragement and support to reinvigorate your companions. Each creature
|
|||
|
|
of your choice that can hear or understand you can spend any number of
|
|||
|
|
Hit Dice to regain hit points without having to finish a short rest. In
|
|||
|
|
addition, each creature spends at least one Hit Die in this way can
|
|||
|
|
remove one level of fatigue or strife it is currently suffering. Once a
|
|||
|
|
creature has removed a level of fatigue or strife in this way, it can't
|
|||
|
|
do so again until it finishes a long rest.]</p>
|
|||
|
|
<h2>Commanding Demeanor</h2>
|
|||
|
|
<p>[Starting at 12th level, the lessons you've learned on the battlefield
|
|||
|
|
become useful tools beyond the realm of combat. Choose one of the
|
|||
|
|
following:]</p>
|
|||
|
|
<h3>Calm</h3>
|
|||
|
|
<p>[When you first meet an NPC, you can choose to remain silent and
|
|||
|
|
communicate through nonverbal cues. So long as the NPC has a CR lower
|
|||
|
|
than your level, you remain silent for 1 minute, and the NPC stays
|
|||
|
|
within sight of you for the duration, they act as if you succeeded on an
|
|||
|
|
Intimidation check.]</p>
|
|||
|
|
<p>In addition, you gain an expertise die on Insight checks.</p>
|
|||
|
|
<h3>Resolute</h3>
|
|||
|
|
<p>[Whenever you make an Intelligence, Wisdom, or Charisma check against a
|
|||
|
|
creature and fail, you gain an expertise die on your next Intelligence,
|
|||
|
|
Wisdom, or Charisma check made against that creature.]</p>
|
|||
|
|
<h3>Responsive</h3>
|
|||
|
|
<p>[When you overhear an interesting conversation between NPCs, you can
|
|||
|
|
interject so seamlessly and casually that the speakers think they
|
|||
|
|
already know you, answering one question you ask before realizing that
|
|||
|
|
they don't.]</p>
|
|||
|
|
<p>In addition, you gain an expertise die on Persuasion checks.</p>
|
|||
|
|
<h2>Dauntless</h2>
|
|||
|
|
<p>[Starting at 13th level, you and creatures you choose have advantage on
|
|||
|
|
saving throws against the charmed or frightened conditions while within
|
|||
|
|
your Commanding Presence.]</p>
|
|||
|
|
<h2>Stronghold</h2>
|
|||
|
|
<p>[Also at 13th level, you gain an average, grade 4 stronghold (castle,
|
|||
|
|
house, or training hall). Unlike normal strongholds, you can't sell this
|
|||
|
|
stronghold.]</p>
|
|||
|
|
<h2>Advantageous Action</h2>
|
|||
|
|
<p>[Starting at 14th level, you can use the Help action as a bonus action.
|
|||
|
|
In addition, when you take the Help action, choose one of the following
|
|||
|
|
effects:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[One frightened creature within 30 feet that can hear or see you is
|
|||
|
|
no longer frightened.]</li>
|
|||
|
|
<li>[One creature within 5 feet gains temporary hit points equal to your
|
|||
|
|
Charisma modifier (minimum 1).]</li>
|
|||
|
|
<li>[You touch a living creature that has 0 hit points. The creature
|
|||
|
|
regains 1 hit point.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Greater Stronghold</h2>
|
|||
|
|
<p>At 16th level, your stronghold is upgraded to grade 5.</p>
|
|||
|
|
<h2>Critical Weakness</h2>
|
|||
|
|
<p>[Beginning at 17th level, you can focus your mind to identify any
|
|||
|
|
enemy's weaknesses. Once per rest, you can use a bonus action to choose
|
|||
|
|
one creature you can see within 60 feet and expose a flaw in its
|
|||
|
|
defenses. Until the end of your next turn, any creature that can hear or
|
|||
|
|
see you has advantage on attack rolls made against that creature, and
|
|||
|
|
their attacks and spells deal an extra 6 damage to it.]</p>
|
|||
|
|
<h2>Impressive Reputation</h2>
|
|||
|
|
<p>Starting at 18th level, you choose one of the following:</p>
|
|||
|
|
<h3>Hero</h3>
|
|||
|
|
<p>[Nobles and royalty treat you as an equal, granting you free food,
|
|||
|
|
lodging, and a place in their court for a number of days up to your
|
|||
|
|
marshal level.]</p>
|
|||
|
|
<h3>Iconoclast</h3>
|
|||
|
|
<p>[Whenever you arrive in a settlement, you are visited by 1d4+1 bards,
|
|||
|
|
scholars, and sages who ask you to recount your recent exploits. In
|
|||
|
|
exchange, they each either share a piece of information they think might
|
|||
|
|
be relevant to your current quest or make an Intelligence, Wisdom, or
|
|||
|
|
Charisma check (with a +5 bonus) to answer a specific question on your
|
|||
|
|
behalf.]</p>
|
|||
|
|
<h3>Slaughterer</h3>
|
|||
|
|
<p>[Bandit and pirate captains, crimelords, intelligent monsters of ill
|
|||
|
|
intent, and even fiends know who you are and that you are a valuable
|
|||
|
|
ally, doing their best to persuade you to take up the sword against
|
|||
|
|
their enemies. Whenever you encounter such a creature, it spends its
|
|||
|
|
first action (even in combat) declaring that it knows of your prowess
|
|||
|
|
and offering an alliance.]</p>
|
|||
|
|
<h2>Legendary Commander</h2>
|
|||
|
|
<p>[At 20th level, creatures within your Commanding Presence add your
|
|||
|
|
Charisma modifier (minimum 1) to saving throws. Additionally, choose one
|
|||
|
|
of the following:]</p>
|
|||
|
|
<h3>Commander's Expertise</h3>
|
|||
|
|
<p>[Whenever a creature uses your Commanding Presence to make an attack or
|
|||
|
|
use a combat maneuver, it gains an expertise die. If the combat maneuver
|
|||
|
|
has a save DC, it increases by an amount equal to the result of the
|
|||
|
|
expertise die. This expertise die can be increased to a maximum of a
|
|||
|
|
d12.]</p>
|
|||
|
|
<h3>Feedback Loop</h3>
|
|||
|
|
<p>[Whenever a creature uses your Commanding Presence and successfully hits
|
|||
|
|
a target, you gain a reaction. You must use this reaction before the
|
|||
|
|
start of your next turn or it is lost.]</p>
|
|||
|
|
<h3>Rapid Deployment</h3>
|
|||
|
|
<p>[After initiative is rolled and until combat ends, your Speed increases
|
|||
|
|
by 20 feet, and creatures you choose that can see or hear you increase
|
|||
|
|
their Speed by 20 feet.]</p>
|
|||
|
|
<h2>Supreme Stronghold</h2>
|
|||
|
|
<p>Also at 20th level, your stronghold is upgraded to grade 6.</p>
|
|||
|
|
<h1>Lessons of War</h1>
|
|||
|
|
<p>[When you gain access to a new lesson of war, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Exacting</h2>
|
|||
|
|
<p>[You gain proficiency with navigator's tools, or if you're already
|
|||
|
|
proficient, an expertise die on checks made using them. When determining
|
|||
|
|
the distance you travel while journeying, you can make a DC 10
|
|||
|
|
navigator's tools check to travel an additional number of miles equal to
|
|||
|
|
your proficiency bonus.]</p>
|
|||
|
|
<h2>Keep Walking</h2>
|
|||
|
|
<p>[Once between long rests, you can choose a number of allies equal to
|
|||
|
|
twice your proficiency bonus who can hear or see you. Each ally can
|
|||
|
|
travel an additional hour before needing to make a Constitution saving
|
|||
|
|
throw for a forced march.]</p>
|
|||
|
|
<h2>Lay of the Land</h2>
|
|||
|
|
<p>[By spending 10 minutes observing the area in a 2-mile radius, you can
|
|||
|
|
spend 2 exertion points to pick out where there are choke points, large
|
|||
|
|
swaths of cover, watercourses, vegetation that can offer concealment,
|
|||
|
|
ridgelines, and so on. You gain an expertise die on Engineering and
|
|||
|
|
Survival checks made within the area, as well as on checks made to
|
|||
|
|
prepare an ambush or realize you are being ambushed.]</p>
|
|||
|
|
<h2>Rewarding Repute</h2>
|
|||
|
|
<p>[Whenever you visit a settlement, the commoners there tell you all the
|
|||
|
|
valuable information they can about their home, including the history of
|
|||
|
|
nearby ruins, the general features of the immediate wilderness, and how
|
|||
|
|
populated the region is. You gain an expertise die on Nature and
|
|||
|
|
Survival checks made within 10 miles of any settlement you have
|
|||
|
|
visited.]</p>
|
|||
|
|
<h2>Soldier Kitting</h2>
|
|||
|
|
<p>[You and a number of creatures equal to your proficiency bonus can carry
|
|||
|
|
one additional bulky item.]</p>
|
|||
|
|
<h2>Team Tactics</h2>
|
|||
|
|
<p>[When more than one creature takes the Help action to aid an ally making
|
|||
|
|
an ability check, for each additional creature helping the check is made
|
|||
|
|
with a +1 bonus. Only a number of additional creatures equal to half
|
|||
|
|
your proficiency bonus are able to Help in this way.]</p>
|
|||
|
|
<h2>Teamwork</h2>
|
|||
|
|
<p>[When you are involved in a group check, all members of the check gain
|
|||
|
|
an expertise die. Once you use this feature, you can't do so again until
|
|||
|
|
you finish a long rest.]</p>
|
|||
|
|
<h1>MARSHAL ARCHETYPES</h1>
|
|||
|
|
<h2>Gambling General</h2>
|
|||
|
|
<h3>Daring Commander</h3>
|
|||
|
|
<p>[At 3rd level when you select this archetype, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h4>Daring Assault</h4>
|
|||
|
|
<p>[While you are conscious, any ally within your Commanding Presence that
|
|||
|
|
makes an attack roll can choose to roll with a --5 penalty. If the
|
|||
|
|
attack hits, the attack deals an extra 2d6 damage. At 15th level, the
|
|||
|
|
amount of extra damage increases to 3d6.]</p>
|
|||
|
|
<h4>Daring Charge</h4>
|
|||
|
|
<p>[While you are conscious, an ally that starts its turn within your
|
|||
|
|
Commanding Presence can use an action to move up to twice its Speed in a
|
|||
|
|
straight line and take the Attack action. Until the end of that ally's
|
|||
|
|
next turn, creatures they did not attack on their turn have advantage on
|
|||
|
|
attack rolls against them.]</p>
|
|||
|
|
<h3>Defensive Measures</h3>
|
|||
|
|
<p>At 7th level, choose one of the following.</p>
|
|||
|
|
<h4>Desperate Avoidance</h4>
|
|||
|
|
<p>[When you make a saving throw, you can choose to make the saving throw
|
|||
|
|
with advantage. If you do, you make attack rolls with disadvantage until
|
|||
|
|
the end of your next turn. Once you use this feature, you can't do so
|
|||
|
|
again until you finish a rest.]</p>
|
|||
|
|
<h4>Frantic Avoidance</h4>
|
|||
|
|
<p>[When you would make a saving throw against an area effect, you can use
|
|||
|
|
your reaction to move up to half your Speed. If you end your movement
|
|||
|
|
outside the area, it has no effect on you. Once you use this feature,
|
|||
|
|
you can't do so again until you finish a long rest.]</p>
|
|||
|
|
<h3>Hold the Line</h3>
|
|||
|
|
<p>At 11th level, choose one of the following.</p>
|
|||
|
|
<h4>Stand Firm</h4>
|
|||
|
|
<p>[While you are conscious, when an ally within your Commanding Presence
|
|||
|
|
would make a saving throw against an effect that deals half damage on a
|
|||
|
|
success, that ally can choose to make the saving throw with
|
|||
|
|
disadvantage. If they do and the saving throw succeeds, the ally takes
|
|||
|
|
no damage instead.]</p>
|
|||
|
|
<h4>Stand Strong</h4>
|
|||
|
|
<p>[While you are conscious, when an ally within your Commanding Presence
|
|||
|
|
is hit by a melee weapon attack, they can use their reaction to make a
|
|||
|
|
melee weapon attack against the creature that attacked them.]</p>
|
|||
|
|
<h3>Risky Tactics</h3>
|
|||
|
|
<p>At 15th level, choose one of the following.</p>
|
|||
|
|
<h4>Risky Gambit</h4>
|
|||
|
|
<p>[You can use a bonus action to choose one willing creature within your
|
|||
|
|
Commanding Presence. The target immediately provokes an opportunity
|
|||
|
|
attack from one creature that can reach it. If the creature makes the
|
|||
|
|
opportunity attack,attack rolls against that creature are made with
|
|||
|
|
advantage until the start of your next turn.]</p>
|
|||
|
|
<h4>Risky Foray</h4>
|
|||
|
|
<p>[When a creature starts its turn within your Commanding Presence, you
|
|||
|
|
can use your reaction to spur them into violent action. Until the start
|
|||
|
|
of its next turn, your ally gains an expertise die on melee weapon
|
|||
|
|
attacks, and creatures gain an expertise die on melee weapon attack
|
|||
|
|
rolls against it.]</p>
|
|||
|
|
<h3>Canny Adversary</h3>
|
|||
|
|
<p>At 18th level, choose one of the following.</p>
|
|||
|
|
<h4>Feinting Retreat</h4>
|
|||
|
|
<p>[When you take the Disengage action, until the start of your next turn,
|
|||
|
|
whenever a creature you choose ends its movement within your Commanding
|
|||
|
|
Presence, it provokes an opportunity attack.]</p>
|
|||
|
|
<h4>Lay the Trap</h4>
|
|||
|
|
<p>[While you are conscious, whenever a creature makes an attack roll
|
|||
|
|
against you and misses, you and one creature you choose have advantage
|
|||
|
|
on the next attack roll they make against the triggering creature before
|
|||
|
|
the end of your next turn.]</p>
|
|||
|
|
<h2>Swift Strategist</h2>
|
|||
|
|
<h3>Make Haste</h3>
|
|||
|
|
<p>[At 3rd level when you select this archetype, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h4>Fast Feet</h4>
|
|||
|
|
<p>[Whenever a creature starts its turn within your Commanding Presence,
|
|||
|
|
you can choose to increase that creature's Speed by 5 feet until the end
|
|||
|
|
of its turn.]</p>
|
|||
|
|
<h4>Fast Retreat</h4>
|
|||
|
|
<p>[Once per round when you take the Attack action, you can forgo making
|
|||
|
|
one attack to allow a creature within your Commanding Presence to move
|
|||
|
|
up to half its Speed without provoking opportunity attacks.]</p>
|
|||
|
|
<h3>Skirmisher</h3>
|
|||
|
|
<p>[Also at 3rd level, you increase your speed by 10 feet whenever you're
|
|||
|
|
wearing light or no armor and not wielding a shield. In addition, when
|
|||
|
|
your movement would provoke an opportunity attack, you impose
|
|||
|
|
disadvantage on the attack roll made against you.]</p>
|
|||
|
|
<p>At 15th level, the increase to your speed becomes 20 feet.</p>
|
|||
|
|
<h3>Nimble Troops</h3>
|
|||
|
|
<p>[At 7th level, choose either Acrobatics or Athletics. Creatures you
|
|||
|
|
choose within your Commanding Presence add your Charisma modifier
|
|||
|
|
(minimum +1) to checks using the chosen skill.]</p>
|
|||
|
|
<h3>Glorious Sacrifice</h3>
|
|||
|
|
<p>At 11th level, choose one of the following:</p>
|
|||
|
|
<h4>Miraculous Protector</h4>
|
|||
|
|
<p>[When a creature within your Commanding Presence is critically hitt, you
|
|||
|
|
can use your reaction to become the target of the attack instead. Once
|
|||
|
|
you have used this feature, you cannot do so again until you finish a
|
|||
|
|
rest.]</p>
|
|||
|
|
<h4>Take Cover</h4>
|
|||
|
|
<p>[When you and at least one other creature within your Commanding
|
|||
|
|
Presence would make a saving throw, you can choose to make your saving
|
|||
|
|
throw with disadvantage. If you do, creatures you choose within your
|
|||
|
|
Commanding Presence make that saving throw with advantage.]</p>
|
|||
|
|
<h3>Portentous Escape</h3>
|
|||
|
|
<p>At 15th level, choose one of the following:</p>
|
|||
|
|
<h4>Fortifying Encouragement</h4>
|
|||
|
|
<h4>Whenever you succeed on a saving throw, you can choose one friendly creature within 60 feet of you. If the target can see or hear you, itthe target gains temporary hit points equal to 5 + your Charisma modifier.</h4>
|
|||
|
|
<h4>Get Them Out</h4>
|
|||
|
|
<p>[When a creature within your Commanding Presence would make a saving
|
|||
|
|
throw against an area effect, you can use your reaction to shout at
|
|||
|
|
them, and that creature can use its reaction to move up to half its
|
|||
|
|
Speed. If the creature ends its movement outside the area, the area
|
|||
|
|
effect has no effect on them. Once you use this feature, you can't do so
|
|||
|
|
again until you finish a long rest.]</p>
|
|||
|
|
<h3>Unbound Horde</h3>
|
|||
|
|
<p>At 18th level, choose one of the following.</p>
|
|||
|
|
<h4>Among the Ranks</h4>
|
|||
|
|
<p>[Creatures you choose have disadvantage on opportunity attacks made
|
|||
|
|
against creatures within your Commanding Presence.]</p>
|
|||
|
|
<h4>March Together</h4>
|
|||
|
|
<p>[The first time you move on your turn, each creature you choose that is
|
|||
|
|
within your Commanding Presence can use its reaction to move up to 10
|
|||
|
|
feet, provided the creature's Speed is at least 10 feet.]</p>
|
|||
|
|
<h2>Talented Tactician</h2>
|
|||
|
|
<h3>Tactical Edge</h3>
|
|||
|
|
<p>[Starting at 3rd level when you choose this archetype, whenever you roll
|
|||
|
|
initiative, you gain a tactics die, which is a d4. While you have this
|
|||
|
|
die, when a creature within 60 feet that can hear or see you would make
|
|||
|
|
an attack, you can roll the tactics die and add the result to that
|
|||
|
|
creature's attack roll. Once rolled, the tactics die is lost until you
|
|||
|
|
regain it at the start of your next turn. The tactics die disappears
|
|||
|
|
when the combat ends.]</p>
|
|||
|
|
<p>[If you start your turn and no one has rolled the tactics die, you can
|
|||
|
|
trade out the die for a die of the next larger size, such that a d4
|
|||
|
|
becomes a d6, a d6 becomes a d8, and so on, up to a maximum of d12.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Student of War</h3>
|
|||
|
|
<p>[At 7th level, choose either Culture, History, or Nature. You gain
|
|||
|
|
proficiency in the chosen skill and an expertise die on checks made
|
|||
|
|
using that skill.]</p>
|
|||
|
|
<h3>Operations Leader</h3>
|
|||
|
|
<p>[Starting at 11th level, you devise a set of communication cues. Any
|
|||
|
|
creature with whom you've shared these cues---usually taking 10 minutes
|
|||
|
|
of discussion and practice---does not need to share a language with you
|
|||
|
|
to benefit from this feature.]</p>
|
|||
|
|
<p>[Additionally, you can use a bonus action on your turn to spend 5
|
|||
|
|
exertion points and make it easier for you and your allies to help each
|
|||
|
|
other with certain skills. For the next 10 minutes, your chosen allies
|
|||
|
|
can take the Help action as a bonus action to help each other. This
|
|||
|
|
coordination requires you to maintain concentration (as if concentrating
|
|||
|
|
on a spell), and both chosen creatures---the one helping and the one
|
|||
|
|
making the ability check---must be within 30 feet of you at the time the
|
|||
|
|
ability check is made.]</p>
|
|||
|
|
<p>[Each turn, you can use your bonus action to change which creatures
|
|||
|
|
benefit from the coordination each turn. The skills that can benefit
|
|||
|
|
from this feature are Acrobatics, Animal Handling, Athletics, Deception,
|
|||
|
|
Insight, Intimidation, Investigation, Stealth, and Survival.]</p>
|
|||
|
|
<p>[If you have proficiency in Stealth, this coordination can happen
|
|||
|
|
silently via surreptitious signals. If you have proficiency in
|
|||
|
|
Deception, this coordination can happen as a series of code words
|
|||
|
|
interspersed with other conversation. An onlooker needs to succeed on an
|
|||
|
|
Insight check contested by your ability check---whether Stealth or
|
|||
|
|
Deception---to realize the coordination is taking place.]</p>
|
|||
|
|
<h3>Superior Tactics</h3>
|
|||
|
|
<p>At 15th level, choose one of the following.</p>
|
|||
|
|
<h4>More Tactical</h4>
|
|||
|
|
<p>[Whenever you gain a tactics die, you gain an additional tactics die, to
|
|||
|
|
a maximum of two dice. The second tactics die can be used like the first
|
|||
|
|
and increases size in the manner described under the Tactical Edge class
|
|||
|
|
feature.]</p>
|
|||
|
|
<h4>Tactical Efficacy</h4>
|
|||
|
|
<p>[Your tactics die begins at d6. When you reach 20th level, your tactics
|
|||
|
|
die begins at d8. After the tactics die is rolled, when regained it
|
|||
|
|
reverts to a d4.]</p>
|
|||
|
|
<h3>Hidden Resources</h3>
|
|||
|
|
<p>At 18th level, choose one of the following.</p>
|
|||
|
|
<h4>Dig Deeper</h4>
|
|||
|
|
<p>[You can use a bonus action on your turn to allow a creature to regain
|
|||
|
|
the use of an origin trait or class feature that would normally be
|
|||
|
|
regained by finishing a short rest. You can use this feature twice, and
|
|||
|
|
you regain all expended uses when you finish a long rest.]</p>
|
|||
|
|
<h4>Reach Further</h4>
|
|||
|
|
<p>[While you are conscious, when a creature you choose within the radius
|
|||
|
|
of your Commanding Presence would drop to 0 hit points, that creature
|
|||
|
|
can use its reaction to roll your tactics die and gain temporary hit
|
|||
|
|
points equal to the result plus your Charisma modifier (minimum 1). Once
|
|||
|
|
a creature has benefited from your tactics die in this way, it can't do
|
|||
|
|
so again until it finishes a long rest.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h1></h1>
|
|||
|
|
<h1>Ranger</h1>
|
|||
|
|
<p>TABLE: RANGER</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL PROF. BONUS FEATURES KNACKS KNOWN MANEUVERS KNOWN MANEUVER DEGREE
|
|||
|
|
1st +2 Exploration Knacks, Familiar Terrain, Studied Adversary 2 --- ---
|
|||
|
|
2nd +2 Combat Maneuvers, Stride and Seek, Trained Accuracy 3 2 1st
|
|||
|
|
3rd +2 Ranger Archetype 3 3 1st
|
|||
|
|
4th +2 Ability Score Improvement, Wilderness Mystique 4 3 1st
|
|||
|
|
5th +3 Extra Attack, Stride and Seek (2) 4 4 2nd
|
|||
|
|
6th +3 Adversarial Focus, Game Hunting 5 4 2nd
|
|||
|
|
7th +3 Ranger Archetype Feature 5 5 2nd
|
|||
|
|
8th +3 Ability Score Improvement, Explorer's Instinct 6 5 2nd
|
|||
|
|
9th +4 Flash of Steel, Hunter's Focus 6 6 3rd
|
|||
|
|
10th +4 Trackless Hunting 7 6 3rd
|
|||
|
|
11th +4 Ranger Archetype Feature 7 7 3rd
|
|||
|
|
12th +4 Ability Score Improvement, Wilderness Lore 8 7 3rd
|
|||
|
|
13th +5 Guarded Post 8 8 4th
|
|||
|
|
14th +5 Tactical Advantage 9 8 4th
|
|||
|
|
15th +5 Ranger Archetype Feature 9 9 4th
|
|||
|
|
16th +5 Ability Score Improvement, Survivalcraft 10 9 4th
|
|||
|
|
17th +6 Hunter's Intent 10 10 5th
|
|||
|
|
18th +6 Flora and Fauna 11 10 5th
|
|||
|
|
19th +6 Ability Score Improvement, Extreme Exploration 11 11 5th
|
|||
|
|
20th +6 Nature's Scion 12 11 5th</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: WILDBORN SPELLCASTING</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL CANTRIPS KNOWN SPELLS KNOWN 1ST 2ND 3RD 4TH
|
|||
|
|
3rd 2 3 2 --- --- ---
|
|||
|
|
4th 2 4 3 --- --- ---
|
|||
|
|
5th 2 4 3 --- --- ---
|
|||
|
|
6th 2 4 3 --- --- ---
|
|||
|
|
7th 2 5 4 2 --- ---
|
|||
|
|
8th 2 6 4 2 --- ---
|
|||
|
|
9th 2 6 4 2 --- ---
|
|||
|
|
10th 3 7 4 3 --- ---
|
|||
|
|
11th 3 8 4 3 --- ---
|
|||
|
|
12th 3 8 4 3 --- ---
|
|||
|
|
13th 3 9 4 3 2 ---
|
|||
|
|
14th 3 10 4 3 2 ---
|
|||
|
|
15th 3 10 4 3 2 ---
|
|||
|
|
16th 3 11 4 3 3 ---
|
|||
|
|
17th 3 11 4 3 3 ---
|
|||
|
|
18th 3 11 4 3 3 ---
|
|||
|
|
19th 3 12 4 3 3 1
|
|||
|
|
20th 3 13 4 3 3 1</p>
|
|||
|
|
<hr />
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d10 per ranger level</p>
|
|||
|
|
<p>Hit Points at 1st Level: [10 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels: [1d10 (or 6) + your
|
|||
|
|
Constitution modifier per ranger level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: Light armor, medium armor, shields</p>
|
|||
|
|
<p>Weapons: Simple weapons, martial weapons</p>
|
|||
|
|
<p>Tools: [Choose one from herbalism kit, navigator's kit,
|
|||
|
|
poisoner's kit, and a musical instrument]</p>
|
|||
|
|
<p>Saving Throws: Strength, Dexterity</p>
|
|||
|
|
<p>Skills: [Choose three from Animal Handling, Athletics,
|
|||
|
|
Insight, Investigation, Nature, Perception, Stealth, and Survival]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 150 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Deep Delver's Set (Cost 144 gp): [Longbow and quiver
|
|||
|
|
with 20 arrows, scimitar, shortsword, scale mail, dungeoneer's
|
|||
|
|
pack]</li>
|
|||
|
|
<li>Marksman's Set (Cost 107 gp):[ Battleaxe, longbow and
|
|||
|
|
quiver with 20 arrows, scimitar, padded leather, explorer's
|
|||
|
|
pack]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Exploration Knacks</h2>
|
|||
|
|
<p>[You start with two ranger exploration knacks of your choice. Your
|
|||
|
|
exploration knacks are detailed at the end of the class description. The
|
|||
|
|
Knacks Known column of the Ranger table shows when you learn more
|
|||
|
|
exploration knacks.]</p>
|
|||
|
|
<h2>Familiar Terrain</h2>
|
|||
|
|
<p>[When making an Intelligence or Wisdom check related to natural terrain,
|
|||
|
|
you gain an expertise die if using a skill in which you're proficient.
|
|||
|
|
While traveling in natural terrain, you gain the following
|
|||
|
|
benefits:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[Your group's travel isn't slowed by difficult terrain, and you
|
|||
|
|
can't become lost by nonmagical means. While traveling, you remain
|
|||
|
|
alert. Your passive Perception increases by 2.]</li>
|
|||
|
|
<li>[If you are traveling alone, you can move stealthily without
|
|||
|
|
sacrificing speed. You travel at a normal pace. ]</li>
|
|||
|
|
<li>[When you Hunt and Gather, you find double the Supply you normally
|
|||
|
|
would.]</li>
|
|||
|
|
<li>[While tracking other creatures, you can discern their size, number,
|
|||
|
|
and how recently they left the tracks. ]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Studied Adversary</h2>
|
|||
|
|
<p>[Choose one creature type (aberrations, beasts, celestials, constructs,
|
|||
|
|
dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants,
|
|||
|
|
or undead) or two humanoid heritages (humans, orcs, and so on) as your
|
|||
|
|
studied adversary.]</p>
|
|||
|
|
<p>[When you make an ability check to recall information about your studied
|
|||
|
|
adversary, or a Survival check to track them, you have advantage. You
|
|||
|
|
also learn to communicate with basic words in a language of your choice
|
|||
|
|
that is spoken by your studied adversaries, if they speak one.]</p>
|
|||
|
|
<p>[You can replace a current studied adversary with a new one when you
|
|||
|
|
finish a long rest.]</p>
|
|||
|
|
<h2>Combat Maneuvers</h2>
|
|||
|
|
<p>[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
|||
|
|
proficiency in two combat traditions from the following list: Biting
|
|||
|
|
Zephyr, Mirror's Glint, Rapid Current, Razor's Edge, Spirited Steed, and
|
|||
|
|
Unending Wheel. You learn two maneuvers of your choice from traditions
|
|||
|
|
you are proficient in.]</p>
|
|||
|
|
<p>[You gain an exertion pool equal to twice your proficiency bonus,
|
|||
|
|
regaining any spent exertion when you finish a rest. You use your
|
|||
|
|
maneuvers by spending points from your exertion pool. The Maneuvers
|
|||
|
|
Known column of the Ranger table shows when you learn more maneuvers
|
|||
|
|
from a tradition you are proficient in, while the Maneuver Degree column
|
|||
|
|
shows the highest-degree maneuver you can select at a given level.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[Additionally, whenever you learn a new maneuver, you can choose one of
|
|||
|
|
the maneuvers you know and replace it with another maneuver of the same
|
|||
|
|
degree from a tradition you are proficient with.]</p>
|
|||
|
|
<h2>Stride and Seek</h2>
|
|||
|
|
<p>[You gain one of the following features at 2nd level. You gain the other
|
|||
|
|
feature when you reach 5th level in this class.]</p>
|
|||
|
|
<h3>Hunter's Target</h3>
|
|||
|
|
<p>[Once per rest, you can use your bonus action to focus your attention on
|
|||
|
|
a specific enemy. Choose a creature you can see within 90 feet to mark
|
|||
|
|
as your quarry. For 1 hour, you are focused on this creature. You gain a
|
|||
|
|
+1 bonus to weapon attack rolls against your quarry, and your weapon
|
|||
|
|
attacks against it deal an extra 1d6 damage. In addition, you have
|
|||
|
|
advantage on Perception and Survival checks you make to find your
|
|||
|
|
quarry. If your quarry drops to 0 hit points before the hour ends, you
|
|||
|
|
can use a bonus action to mark a new quarry.]</p>
|
|||
|
|
<h3>Swift Feet</h3>
|
|||
|
|
<p>[Once per rest, you can use your bonus action to move with greater
|
|||
|
|
agility. For 1 minute, your movement doesn't provoke opportunity
|
|||
|
|
attacks. You can choose to end this effect early to either increase your
|
|||
|
|
Speed by 30 feet until the end of your turn or gain advantage on a
|
|||
|
|
weapon attack.]</p>
|
|||
|
|
<h2>Trained Accuracy</h2>
|
|||
|
|
<p>At 2nd level, choose one of the following:.</p>
|
|||
|
|
<h3>Accuracy Bonus</h3>
|
|||
|
|
<p>[When you make a weapon attack, you can use your reaction to gain an
|
|||
|
|
attack bonus or damage bonus, as shown on the Accuracy Bonus table. You
|
|||
|
|
can use this feature a number of times equal to your Wisdom modifier
|
|||
|
|
(minimum one time), and you regain all spent uses when you finish a long
|
|||
|
|
rest.]</p>
|
|||
|
|
<p>TABLE: ACCURACY BONUS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>BONUS COST
|
|||
|
|
+1 hit or +1d6 damage 1 use
|
|||
|
|
+2 hit or +3d6 damage 2 uses
|
|||
|
|
+3 hit or +5d6 damage 3 uses</p>
|
|||
|
|
<hr />
|
|||
|
|
<h3>Accuracy Reserve</h3>
|
|||
|
|
<p>[If you haven't moved since the start of your last turn, you gain a +1
|
|||
|
|
bonus to weapon attack rolls until the end of your turn. You lose this
|
|||
|
|
bonus if you move.]</p>
|
|||
|
|
<h2>Ranger Archetype</h2>
|
|||
|
|
<p>[At 3rd level, you choose a ranger archetype. Your choice grants you
|
|||
|
|
features at 3rd level and again at 7th, 11th, and 15th level.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Wilderness Mystique</h2>
|
|||
|
|
<p>At 4th level, choose one of the following options:</p>
|
|||
|
|
<h3>Answering Silence</h3>
|
|||
|
|
<p>[When a creature within 5 feet of you makes a Nature or Survival check,
|
|||
|
|
you can grant that creature an expertise die on the roll.]</p>
|
|||
|
|
<h3>Fearsome Mysticism</h3>
|
|||
|
|
<p>[You gain an expertise die on Intimidation checks against any creature
|
|||
|
|
that isn't proficient in Arcana and doesn't cast spells.]</p>
|
|||
|
|
<h3>Kindred Spirit</h3>
|
|||
|
|
<p>[Your passive Perception to detect hidden or invisible creatures within
|
|||
|
|
30 feet of you increases by 5, and you always know if a creature you can
|
|||
|
|
see is proficient with Stealth or Survival.]</p>
|
|||
|
|
<h2>Extra Attack</h2>
|
|||
|
|
<p>[Starting at 5th level, when you take the Attack action on your turn,
|
|||
|
|
you can attack twice instead of once. ]</p>
|
|||
|
|
<h2>Adversarial Focus</h2>
|
|||
|
|
<p>[At 6th level, you gain an additional studied adversary. In addition,
|
|||
|
|
you gain a +1 bonus on weapon attack rolls made against your studied
|
|||
|
|
adversaries.]</p>
|
|||
|
|
<h2>Game Hunting</h2>
|
|||
|
|
<p>[Starting at 6th level, you have advantage on ability checks made to
|
|||
|
|
locate or catch local game animals in the wild. In addition, you gain
|
|||
|
|
the following features:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You have proficiency with nets, and being within 5 feet of a
|
|||
|
|
hostile creature doesn't impose disadvantage on your ranged attack
|
|||
|
|
rolls with a net.]</li>
|
|||
|
|
<li>[You can use a length of rope or strong vine at least 30 feet long
|
|||
|
|
as a lasso, allowing you to perform the Grapple maneuver against
|
|||
|
|
creatures within 20 feet of you. While a creature is grappled by
|
|||
|
|
your lasso, it is also restrained. The lasso has AC 13 and 7 hit
|
|||
|
|
points. It is vulnerable to slashing damage and resistant to
|
|||
|
|
bludgeoning damage. If the lasso is reduced to 0 hit points, it is
|
|||
|
|
destroyed.]</li>
|
|||
|
|
<li>[When you use the Attack action and attack with a dual-wielding
|
|||
|
|
weapon, you can use a bonus action to attack with a net or use a
|
|||
|
|
lasso you are holding.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Explorer's Instinct</h2>
|
|||
|
|
<p>[At 8th level, once between long rests, you can take two reactions in a
|
|||
|
|
round instead of one.]</p>
|
|||
|
|
<p>[In addition, whenever you learn a new ranger exploration knack or
|
|||
|
|
replace an existing one, you can choose to learn a druid secret of
|
|||
|
|
nature or fighter soldiering knack instead.]</p>
|
|||
|
|
<h2>Flash of Steel</h2>
|
|||
|
|
<p>[At 9th level you gain the Missile Volley or Whirlwind Strike combat
|
|||
|
|
maneuver. The maneuver doesn't count against your number of maneuvers
|
|||
|
|
known, and you don't have to spend exertion points to activate it.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Hunter's Focus</h2>
|
|||
|
|
<p>[At 9th level, you can remain focused on your Hunter's Target for up to
|
|||
|
|
8 hours.]</p>
|
|||
|
|
<h2>Trackless Hunting</h2>
|
|||
|
|
<p>[At 10th level, you can't be tracked except by magical means, unless you
|
|||
|
|
choose to leave a trail.]</p>
|
|||
|
|
<p>[In addition, whenever you learn a new ranger exploration knack or
|
|||
|
|
replace an existing one, you can choose to learn a rogue skill trick
|
|||
|
|
instead.]</p>
|
|||
|
|
<h2>Wilderness Lore</h2>
|
|||
|
|
<p>At 12th level, choose one of the following options:</p>
|
|||
|
|
<h3>Big Game Traps</h3>
|
|||
|
|
<p>[Leveraging your skill with snaring small game, you take 10 minutes to
|
|||
|
|
set a trap or snare for a Large or smaller creature.]</p>
|
|||
|
|
<p>[The trap's DC is 8 + your proficiency bonus + your Dexterity modifier.
|
|||
|
|
A creature can spot the trap by making a Perception check against the
|
|||
|
|
trap's DC.]</p>
|
|||
|
|
<p>[Describe the mechanics of your trap to the Narrator, including what
|
|||
|
|
triggers it and what happens when triggered. You can use the following
|
|||
|
|
examples or work with the Narrator to invent your own.]</p>
|
|||
|
|
<p>[When a creature enters the trapped area or interacts with the trapped
|
|||
|
|
object, it makes a Dexterity saving throw against the trap's DC. On a
|
|||
|
|
failed save, it triggers the trap.]</p>
|
|||
|
|
<p>Pendulum Trap.[ Creatures within 5 feet of the trap are
|
|||
|
|
struck by a swinging object that deals bludgeoning, piercing, or
|
|||
|
|
slashing damage (determined by the object) equal to 1d8 + your Wisdom
|
|||
|
|
modifier.]</p>
|
|||
|
|
<p>Pit Trap.[ The creature falls into a pre-existing pit or
|
|||
|
|
hazard that you have concealed.]</p>
|
|||
|
|
<p>Rope Trap.[ The creature is either knocked prone or
|
|||
|
|
restrained by a net or rope.]</p>
|
|||
|
|
<h3>Waste Not</h3>
|
|||
|
|
<p>[With 10 minutes work you can scavenge valuable cuts from the corpse of
|
|||
|
|
a beast, dragon, monstrosity, or plant of CR 1 or higher that has died
|
|||
|
|
within the last hour. If sold to a collector, druid, or other
|
|||
|
|
naturalist, this notable component is worth an amount of gold equal to 5
|
|||
|
|
× the creature's CR.]</p>
|
|||
|
|
<h2>Guarded Post</h2>
|
|||
|
|
<p>At 13th level, choose one of the following options:</p>
|
|||
|
|
<h3>Defensive Marksman</h3>
|
|||
|
|
<p>[When a creature moves closer to you or one of your companions, you can
|
|||
|
|
use your reaction to make a ranged weapon attack against that
|
|||
|
|
creature.]</p>
|
|||
|
|
<h3>Hunter's Blind</h3>
|
|||
|
|
<p>[You can spend 10 minutes constructing a natural shelter. The shelter
|
|||
|
|
blends in with its surroundings, and so long as you don't move into or
|
|||
|
|
out of it, the shelter is indistinguishable from a natural object. It is
|
|||
|
|
designed to allow you to see out while inside, but it prevents anyone
|
|||
|
|
outside the shelter from seeing in.]</p>
|
|||
|
|
<p>[The shelter is comfortable and dry, regardless of the weather outside,
|
|||
|
|
and it counts as a haven for you. Any other creature that tries to use
|
|||
|
|
your Hunter's Blind inadvertently ruins it after 2d4 hours.]</p>
|
|||
|
|
<h2>Tactical Advantage</h2>
|
|||
|
|
<p>[At 14th level you gain a third studied adversary. In addition, you can
|
|||
|
|
choose one of the following ranger tactics:]</p>
|
|||
|
|
<h3>Covered Shot</h3>
|
|||
|
|
<p>[When you are protected by half cover, you gain the benefits of
|
|||
|
|
three-quarters cover (+5 to AC, Dexterity saving throws, and ability
|
|||
|
|
checks made to hide).]</p>
|
|||
|
|
<h3>Nature's Shadow</h3>
|
|||
|
|
<p>You gain an expertise die on Stealth checks.</p>
|
|||
|
|
<h2>Survivalcraft</h2>
|
|||
|
|
<p>At 16th level, choose one of the following options:</p>
|
|||
|
|
<h3>Under the Stars</h3>
|
|||
|
|
<p>[You gain the benefits of a long rest in half the normal amount of
|
|||
|
|
time.]</p>
|
|||
|
|
<h3>Woodlore</h3>
|
|||
|
|
<p>[Using your action, you can produce a flame at a moment's notice, even
|
|||
|
|
in wet or cold environments. You can hold the flame in your hand without
|
|||
|
|
harming yourself or your equipment. Without additional fuel, the flame
|
|||
|
|
lasts for 10 minutes, shedding bright light in a 10-foot radius and dim
|
|||
|
|
light for an additional 10 feet.]</p>
|
|||
|
|
<h2>Hunter's Intent</h2>
|
|||
|
|
<p>[At 17th level, you add your Wisdom modifier to the damage you inflict
|
|||
|
|
with a weapon attack.]</p>
|
|||
|
|
<h2>Flora and Fauna</h2>
|
|||
|
|
<p>At 18th level, choose one of the following benefits:</p>
|
|||
|
|
<h3>Beastly Attack</h3>
|
|||
|
|
<p>[Once on each of your turns, a beast that is friendly to you and able to
|
|||
|
|
see or hear you can use its reaction to make a single attack.]</p>
|
|||
|
|
<h3>High Ground</h3>
|
|||
|
|
<p>[You instantly analyze the natural foliage and features of a given
|
|||
|
|
terrain, as well as how to leverage them to your advantage. You gain the
|
|||
|
|
following benefits:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Your walking and climbing speed increase by 5 feet.</li>
|
|||
|
|
<li>[When you are protected by three-quarters cover, you gain the
|
|||
|
|
benefits of total cover.]</li>
|
|||
|
|
<li>[When you make a weapon attack against a creature, your movement
|
|||
|
|
does not provoke opportunity attacks from it until the start of your
|
|||
|
|
next turn.]</li>
|
|||
|
|
<li>[When you move through a space, you can cause that space to become
|
|||
|
|
difficult terrain until the start of your next turn. While the space
|
|||
|
|
is difficult terrain, any creature that moves into that space has
|
|||
|
|
disadvantage on the next attack it makes before the end of its next
|
|||
|
|
turn.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Extreme Exploration</h2>
|
|||
|
|
<p>At 19th level, you gain two of the following benefits:</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>You gain resistance to cold and fire damage.</li>
|
|||
|
|
<li>You gain immunity to poison.</li>
|
|||
|
|
<li>[You gain a climb speed and a swim speed equal to your Speed.]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Nature's Scion</h2>
|
|||
|
|
<p>[At 20th level, you learn the Master Tracker exploration knack, and you
|
|||
|
|
can use that knack at will.]</p>
|
|||
|
|
<p>[In addition, you learn Primordial and gain one of the following:]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Elemental Mastery</h3>
|
|||
|
|
<p>[Once per long rest, you can focus on a specific natural element (air,
|
|||
|
|
fire, earth, water, or wood) within 100 feet and attract similar
|
|||
|
|
essences to you. After 10 minutes of concentration, a creature of that
|
|||
|
|
element is drawn to your presence and becomes your loyal companion. This
|
|||
|
|
creature uses the wilderness guardian template (below) with certain
|
|||
|
|
traits determined by its type. The creature is friendly to you and your
|
|||
|
|
companions, takes its turn immediately after yours, and obeys your
|
|||
|
|
verbal commands. The creature disappears after 1 hour, when it is
|
|||
|
|
reduced to 0 hit points, or when you use a bonus action to dismiss
|
|||
|
|
it.]</p>
|
|||
|
|
<p>TABLE: ELEMENTAL MASTERY</p>
|
|||
|
|
<p>WILDERNESS GUARDIANS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>GUARDIAN TYPE BASE CREATURE
|
|||
|
|
Air Air elemental
|
|||
|
|
Earth Earth elemental
|
|||
|
|
Fire Fire elemental
|
|||
|
|
Water Water elemental
|
|||
|
|
Wood Shambling mound</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>Wilderness Guardian Template</p>
|
|||
|
|
<p>[A wilderness guardian keeps the statistics of its base creature, except
|
|||
|
|
as follows:]</p>
|
|||
|
|
<p>Armor Class. [The guardian's Armor Class increases by
|
|||
|
|
2.]</p>
|
|||
|
|
<p>Challenge. [The guardian's challenge rating increases to CR
|
|||
|
|
7.]</p>
|
|||
|
|
<p>Languages.[ The guardian speaks Primordial, in addition to
|
|||
|
|
any other languages it knows.]</p>
|
|||
|
|
<p>New Trait: Primal Force. [The guardian gains +1 bonus to
|
|||
|
|
attack rolls with its weapon attacks and deals an extra 5 force damage
|
|||
|
|
on a hit.]</p>
|
|||
|
|
<p>Multiattack.[ If both attacks hit a Medium or smaller
|
|||
|
|
target, the target is grappled (escape DC 15), and the guardian uses its
|
|||
|
|
Engulf on it.]</p>
|
|||
|
|
<p>New Action: Engulf. [The guardian engulfs a Medium or
|
|||
|
|
smaller creature grappled by it. The engulfed creature is blinded,
|
|||
|
|
restrained, can't breathe, and at the start of each of the guardian's
|
|||
|
|
turns it must succeed on a DC 15 Constitution saving throw or take 2d8 +
|
|||
|
|
4 bludgeoning damage (or fire damage for a fire guardian). If the
|
|||
|
|
guardian moves, the engulfed creature moves with it. The guardian can
|
|||
|
|
have only one creature engulfed at a time.]</p>
|
|||
|
|
<p>New Action: Guard Life. [The guardian uses its Engulf on a
|
|||
|
|
willing or unconscious ally without dealing damage. While engulfed, the
|
|||
|
|
ally is grappled but not restrained, can see and breathe normally, and
|
|||
|
|
has total cover. As soon as the ally takes an action, reaction, or bonus
|
|||
|
|
action, they are no longer engulfed. The guardian can release the ally
|
|||
|
|
at will (no action required).]</p>
|
|||
|
|
<h3>Summon Stampede</h3>
|
|||
|
|
<p>[Once per long rest, you can use an action to make all beasts within a
|
|||
|
|
1-mile radius friendly to you for 1 minute. Alternatively, for 1 minute
|
|||
|
|
on initiative count 20 (losing initiative ties), you can choose one of
|
|||
|
|
the following effects. You can't choose the same effect two rounds in a
|
|||
|
|
row. ]</p>
|
|||
|
|
<p>Enraged Fauna.[ Up to three Huge native creatures of CR 8
|
|||
|
|
or lower charge forward, bowling into your enemies. Choose any number of
|
|||
|
|
creatures you can see within 100 feet. Each creature makes a Strength
|
|||
|
|
saving throw against your maneuver DC, taking 6d8 bludgeoning damage on
|
|||
|
|
a failure, or half damage on a success.]</p>
|
|||
|
|
<p>[In addition, you can choose one of the Huge creatures to stay and
|
|||
|
|
fight. Only one such creature can assist in this way at a time, and the
|
|||
|
|
creature retreats when bloodied or when you command it to leave.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Rushing Stampede.[ A Huge-sized horde of Small, Medium, and
|
|||
|
|
Large native creatures hurry through the area, traveling in a straight,
|
|||
|
|
30-foot-wide line from a point you choose. Until the start of your next
|
|||
|
|
turn, the area is difficult terrain. In addition, each creature you
|
|||
|
|
chose in the area when you summon the stampede makes a Dexterity saving
|
|||
|
|
throw against your maneuver DC. On a failed save, a creature takes 6d6
|
|||
|
|
bludgeoning damage, is knocked prone, and is stunned until the start of
|
|||
|
|
your next turn. On a success, the creature instead takes half damage and
|
|||
|
|
is rattled until the start of your next turn.]</p>
|
|||
|
|
<p>Swarming Pests.[ Several Medium-sized swarms of Tiny native
|
|||
|
|
creatures enter the spaces of up to five Small, Medium, or Large
|
|||
|
|
creatures you choose, or the space of one Huge or Gargantuan creature.
|
|||
|
|
Each creature you choose when you summon the swarms makes a Constitution
|
|||
|
|
saving throw against your maneuver DC. On a failed save, a creature
|
|||
|
|
loses concentration on any spell or effect it is concentrating on and is
|
|||
|
|
blinded and slowed until the start of your next turn. On a success, the
|
|||
|
|
creature is instead slowed until the start of your next turn.]</p>
|
|||
|
|
<h1>Exploration Knacks</h1>
|
|||
|
|
<p>[When you gain access to a new exploration knack, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Beast Friend</h2>
|
|||
|
|
<p>[If you spend 10 minutes befriending and feeding a Medium or smaller
|
|||
|
|
beast of CR 1/8 or less, you become its guardian ranger. It follows you
|
|||
|
|
and is loyal to you, but it acts independently. In combat, it rolls its
|
|||
|
|
own initiative and acts on its own turn. The beast won't attack except
|
|||
|
|
as a reaction to being attacked, but it can take other actions as normal
|
|||
|
|
and makes death saving throws. You can be a guardian ranger to only one
|
|||
|
|
beast at a time.]</p>
|
|||
|
|
<h2>Build Shelter</h2>
|
|||
|
|
<p>[You can spend 8 hours building a basic shelter that protects up to
|
|||
|
|
eight Medium or smaller creatures from the elements and reduces the
|
|||
|
|
likelihood of attack from monsters and bandits. The shelter counts as a
|
|||
|
|
haven. It lasts for as long as it is needed but falls apart permanently
|
|||
|
|
after being left for a month unattended.]</p>
|
|||
|
|
<p>[Once you have used this knack, you can't do so again for 7 days.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Calls of the Wild</h2>
|
|||
|
|
<p>[Using verbal and nonverbal cues to communicate with beasts, you can
|
|||
|
|
gain basic information from them or make a simple request (like
|
|||
|
|
delivering a short message or small object).]</p>
|
|||
|
|
<h2>Ear to the Ground</h2>
|
|||
|
|
<p>[If you spend 1 minute without moving, you can deduce information about
|
|||
|
|
your environment in a 30-foot radius, as if using blindsight or
|
|||
|
|
tremorsense. The effect ends if you move or take an action.]</p>
|
|||
|
|
<h2>Expert Foraging</h2>
|
|||
|
|
<p>[Once between long rests, you can spend 1 minute to collect a number of
|
|||
|
|
edible, non-poisonous plants and grubs equal to your proficiency bonus.
|
|||
|
|
A creature can use its action to eat up to five plants or grubs, each of
|
|||
|
|
which restores 1 hit point and constitutes 1 Supply. The plants and
|
|||
|
|
grubs spoil 1 hour after being collected.]</p>
|
|||
|
|
<h2>Forced Marcher</h2>
|
|||
|
|
<p>[You can travel an additional number of hours equal to your proficiency
|
|||
|
|
bonus before needing to make a Constitution saving throw for a forced
|
|||
|
|
march.]</p>
|
|||
|
|
<h2>Guide</h2>
|
|||
|
|
<p>[While traveling, when you would roll a failure or critical failure for
|
|||
|
|
a Scout journey activity, you can choose to succeed instead. In
|
|||
|
|
addition, you can Scout while engaged in any other journey
|
|||
|
|
activity.]</p>
|
|||
|
|
<h2>Healing Salves</h2>
|
|||
|
|
<p>[Once between long rests, you can spend an hour collecting natural
|
|||
|
|
ingredients and concoct an ointment that speeds healing. This salve is
|
|||
|
|
potent for 24 hours and has a number of uses equal to 1 + your Wisdom
|
|||
|
|
modifier. As an action, you can use the salve to restore 1d4 hit points
|
|||
|
|
to a creature within reach.]</p>
|
|||
|
|
<h2>Herbal Bitters</h2>
|
|||
|
|
<p>[You can spend an hour to collect ingredients and brew two servings of a
|
|||
|
|
bitter drink that is potent for 24 hours. Imbibing a serving requires an
|
|||
|
|
action and reduces fatigue by one level for 4 hours.]</p>
|
|||
|
|
<h2>Huntsman</h2>
|
|||
|
|
<p>[When you use the Hunt and Gather journey activity, you gain advantage
|
|||
|
|
on your Survival checks.]</p>
|
|||
|
|
<h2>Longwalker</h2>
|
|||
|
|
<p>[When you would gain a level of fatigue due to lack of Supply during a
|
|||
|
|
journey, you don't gain that level of fatigue. Alternatively, you can
|
|||
|
|
choose to accept the level of fatigue, allowing up to two traveling
|
|||
|
|
companions to forgo gaining a level of fatigue instead. Once you have
|
|||
|
|
used this feature, you can't do so again for 7 days.]</p>
|
|||
|
|
<h2>Master Tracker</h2>
|
|||
|
|
<p>Prerequisite: 9th level</p>
|
|||
|
|
<p>[Once between long rests, while outdoors you can spend 5 minutes
|
|||
|
|
scouring the ground in a 30-foot-diameter area for clues. You learn all
|
|||
|
|
events that transpired in the area in the last 24 hours as though you
|
|||
|
|
had witnessed them yourself, although you don't learn secret information
|
|||
|
|
not obvious to an observer. The information you gain is only that which
|
|||
|
|
would be learned by sight.]</p>
|
|||
|
|
<h2>Monster Mimic</h2>
|
|||
|
|
<p>[By imitating how a beast or one of your studied adversaries sounds,
|
|||
|
|
looks, and moves, you can gain advantage on Deception and Intimidation
|
|||
|
|
checks made to convince a creature that it is seeing or hearing that
|
|||
|
|
beast or studied adversary.]</p>
|
|||
|
|
<h2>Poisons and Antidotes</h2>
|
|||
|
|
<p>[Once between long rests, you can spend 1 hour searching your
|
|||
|
|
environment and make a DC 10 Survival check. On a success, you collect
|
|||
|
|
poisonous plants. You can spend 10 minutes to extract three doses of
|
|||
|
|
liquid poison from the plants. A creature that ingests a dose of the
|
|||
|
|
poison makes a DC 10 Constitution saving throw or is poisoned for 1
|
|||
|
|
hour. Alternatively, you can spend 1 hour to create one dose of
|
|||
|
|
antitoxin.]</p>
|
|||
|
|
<h2>Read the Room</h2>
|
|||
|
|
<p>[By spending 10 minutes observing facial expressions, body language, and
|
|||
|
|
vocal intonation, you can detect minute details that give you insight
|
|||
|
|
into the nature of creatures within 30 feet of you. For the next minute,
|
|||
|
|
you can direct your focus on any one creature you can see within 30
|
|||
|
|
feet.You learn the surface thoughts of the creature---what is most on
|
|||
|
|
its mind in that moment. As an action, you can shift your attention to
|
|||
|
|
another creature's thoughts. Creatures with an Intelligence of 3 or
|
|||
|
|
lower or that doesn't speak a language can't be studied in this
|
|||
|
|
way.]</p>
|
|||
|
|
<h2>Relentless Pursuit</h2>
|
|||
|
|
<p>[Once you have successfully picked up the tracks of a creature, you can
|
|||
|
|
follow those tracks without any need for further checks for a period of
|
|||
|
|
up to 7 days.]</p>
|
|||
|
|
<h2>See the Unseen</h2>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[Once between long rests, you can focus your attention on peripheral
|
|||
|
|
sights, sounds, and other signs of unseen passage. For the next hour,
|
|||
|
|
you can detect invisible creatures and objects, their location,
|
|||
|
|
movement, and actions, and even sense creatures and objects in the
|
|||
|
|
Ethereal Plane.]</p>
|
|||
|
|
<h2>Survivalist</h2>
|
|||
|
|
<p>[When traveling, you can undertake two journey activities instead of
|
|||
|
|
one. Both activities must be from the following list: Befriend Animal,
|
|||
|
|
Harvest, Hunt and Gather, Scout.]</p>
|
|||
|
|
<h1>RANGER ARCHETYPES</h1>
|
|||
|
|
<h2>Beastmaster</h2>
|
|||
|
|
<h3>Beast Whisperer</h3>
|
|||
|
|
<p>[At 3rd level when you choose this archetype, you gain the Beast Friend
|
|||
|
|
knack if you don't already know it, and the beast can be of CR 1/4 or
|
|||
|
|
less. In addition, whenever the beast rolls initiative, it gains a
|
|||
|
|
number of temporary hit points equal to your level multiplied by your
|
|||
|
|
proficiency bonus, and its Armor Class increases by an amount equal to
|
|||
|
|
your proficiency bonus.]</p>
|
|||
|
|
<p>[As a bonus action on your turn, you can order the beast to take an
|
|||
|
|
action on its turn. If you order the beast to attack, it adds your
|
|||
|
|
proficiency bonus to attack and damage rolls.]</p>
|
|||
|
|
<h3>Hunter's Pet</h3>
|
|||
|
|
<p>[Starting at 7th level, any beast you are the guardian ranger of treats
|
|||
|
|
its natural weapons as magical. In addition, the beast gains one of the
|
|||
|
|
following features:]</p>
|
|||
|
|
<p>Camouflage. [The beast can take the Hide action as a
|
|||
|
|
bonus action.]</p>
|
|||
|
|
<p>Celerity.[ The beast can take the Dash action as a bonus
|
|||
|
|
action.]</p>
|
|||
|
|
<p>Evasion.[ The beast can take the Dodge action as a bonus
|
|||
|
|
action.]</p>
|
|||
|
|
<h3>Friend of a Friend</h3>
|
|||
|
|
<p>[Starting at 11th level, you can become a guardian ranger to two beasts
|
|||
|
|
at once, one of which can be Large.]</p>
|
|||
|
|
<h3>Loyalty's Reward</h3>
|
|||
|
|
<p>[Starting at 15th level, if damage reduces your guardian ranger beast to
|
|||
|
|
0 hit points, it makes a Constitution saving throw against a DC equal to
|
|||
|
|
10 + the attack modifier of the damaging attack. On a success, the beast
|
|||
|
|
drops to 1 hit point instead.]</p>
|
|||
|
|
<p>A beast can use this feature once between long rests.</p>
|
|||
|
|
<h2>Warden</h2>
|
|||
|
|
<h3>Organized Training</h3>
|
|||
|
|
<p>[At 3rd level, you become proficient with two of the following: heavy
|
|||
|
|
armor, Animal Handling, History, or vehicles (land).]</p>
|
|||
|
|
<h3>Saddled Up</h3>
|
|||
|
|
<p>[Also at 3rd level, you choose an animal to serve as your mount, such as
|
|||
|
|
a draft horse, a pony, a camel, an elk, or a mastiff (the Narrator might
|
|||
|
|
allow other animals as your mount.) Your mount must be at least one size
|
|||
|
|
larger than you. If your mount has an Intelligence of 5 or less, its
|
|||
|
|
Intelligence becomes 6. Your mount can understand one language of your
|
|||
|
|
choice that you speak].</p>
|
|||
|
|
<h3>Skillful Execution</h3>
|
|||
|
|
<p>At 7th level, you gain one of the following features.</p>
|
|||
|
|
<h4>A Royal Audience</h4>
|
|||
|
|
<p>You gain an expertise die on Persuasion checks.</p>
|
|||
|
|
<h4>Contingency Planning</h4>
|
|||
|
|
<p>[You gain resistance to poison damage and can add your Wisdom bonus to
|
|||
|
|
saving throws you make to resist being poisoned.]</p>
|
|||
|
|
<h4>False Pretense</h4>
|
|||
|
|
<p>[You obtain a disguise kit and a forgery kit, and you gain proficiency
|
|||
|
|
with both tool kits. You gain an expertise die on Deception checks.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Decisive Mind</h3>
|
|||
|
|
<p>At 11th level you gain proficiency in Wisdom saving throws.</p>
|
|||
|
|
<h3>Riding Out</h3>
|
|||
|
|
<p>[Starting at 15th level, when you use any combat maneuver that requires
|
|||
|
|
you to be mounted, you expend only half the exertion required (rounded
|
|||
|
|
up).]</p>
|
|||
|
|
<p>[In addition, you gain the Ride Enemy combat maneuver. It doesn't count
|
|||
|
|
against your number of maneuvers known, and you don't have to spend
|
|||
|
|
exertion points to activate it.]</p>
|
|||
|
|
<h2>Wildborn</h2>
|
|||
|
|
<h3>Spellcasting</h3>
|
|||
|
|
<p>[When you reach 3rd level, you gain the ability to cast spells.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h4>Cantrips</h4>
|
|||
|
|
<p>[At 3rd level, you learn two cantrips of your choice from the druid
|
|||
|
|
spell list. These spells count as ranger spells for you. You learn an
|
|||
|
|
additional cantrip at 10th level.]</p>
|
|||
|
|
<h4>Spell Slots</h4>
|
|||
|
|
<p>[To cast a ranger spell, you must expend a spell slot of the spell's
|
|||
|
|
level or higher. The Wildborn Spellcasting table shows how many spell
|
|||
|
|
slots you have to cast your ranger spells. You regain all expended spell
|
|||
|
|
slots when you finish a long rest.]</p>
|
|||
|
|
<h4>Spells Known of 3rd-Level and Higher</h4>
|
|||
|
|
<p>[At 3rd level, you learn your choice of two 1st-level spells from the
|
|||
|
|
druid spell list. Consult the Spells Known column of the Wildborn
|
|||
|
|
Spellcasting table to see when you can learn more druid spells. Each of
|
|||
|
|
these spells must be of a level for which you have spell slots. Spells
|
|||
|
|
learned in this way count as ranger spells for you.]</p>
|
|||
|
|
<p>Additionally, when you gain a ranger level, you can replace a ranger
|
|||
|
|
spell you know with another from the druid spell list, as long as it is
|
|||
|
|
of a level for which you have spell slots.</p>
|
|||
|
|
<h4>Spellcasting Ability</h4>
|
|||
|
|
<p>[Wisdom is your spellcasting ability for your ranger spells. You use
|
|||
|
|
your Wisdom whenever a spell refers to your spellcasting ability. In
|
|||
|
|
addition, you use your Wisdom modifier to set the attack bonus and
|
|||
|
|
saving throw DC for your ranger spells, as follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your Wisdom
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your
|
|||
|
|
Wisdom modifier]</p>
|
|||
|
|
<h3>Nature's Wellspring</h3>
|
|||
|
|
<p>At 7th level, you gain one of the following features.</p>
|
|||
|
|
<h4>Magical Intuition</h4>
|
|||
|
|
<p>You can cast detect magic[ at will, without expending a
|
|||
|
|
spell slot.]</p>
|
|||
|
|
<h4>Magical Weapons</h4>
|
|||
|
|
<p>Your weapon attacks are magical.</p>
|
|||
|
|
<h4>Overcome Magic</h4>
|
|||
|
|
<p>[You gain an expertise die on saving throws against spells and other
|
|||
|
|
magical effects.]</p>
|
|||
|
|
<h3>Hardy Resilience</h3>
|
|||
|
|
<p>[At 11th level, you gain proficiency in Constitution saving throws.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Naturally Attuned</h3>
|
|||
|
|
<p>At 15th level, you gain one of the following features.</p>
|
|||
|
|
<h4>Magical Abundance</h4>
|
|||
|
|
<p>[You can attune to up to four magic items at once, provided at least one
|
|||
|
|
of the items is made of organic materials (such as wood or
|
|||
|
|
leather).]</p>
|
|||
|
|
<h4>Magic Resistance</h4>
|
|||
|
|
<p>[You have advantage on saving throws against spells and other magical
|
|||
|
|
effects.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h1>Rogue</h1>
|
|||
|
|
<p>TABLE: ROGUE</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL PROF. BONUS FEATURES SNEAK ATTACK TRICKS KNOWN MANEUVERS KNOWN MANEUVER DEGREE
|
|||
|
|
1st +2 Skill Tricks, Sneak Attack 1d6 1 --- ---
|
|||
|
|
2nd +2 Combat Maneuvers, Combat Tactic, Cunning Action 1d6 1 2 1st
|
|||
|
|
3rd +2 Rogue Archetype 2d6 2 2 1st
|
|||
|
|
4th +2 Ability Score Improvement, Innocent Facade 2d6 2 3 1st
|
|||
|
|
5th +3 Aim 3d6 3 3 1st
|
|||
|
|
6th +3 Self-Preservation 3d6 3 3 1st
|
|||
|
|
7th +3 Improved Critical 4d6 4 4 2nd
|
|||
|
|
8th +3 Ability Score Improvement, Shrewd Judgment 4d6 4 4 2nd
|
|||
|
|
9th +4 Rogue Archetype 5d6 5 4 2nd
|
|||
|
|
10th +4 Low Profile 5d6 5 5 2nd
|
|||
|
|
11th +4 Cunning Celerity, Expert Talent 6d6 6 5 2nd
|
|||
|
|
12th +4 Ability Score Improvement, Self-Preservation 6d6 6 5 2nd
|
|||
|
|
13th +5 Rogue Archetype 7d6 7 6 3rd
|
|||
|
|
14th +5 Guarded Aspect 7d6 7 6 3rd
|
|||
|
|
15th +5 Elusive 8d6 8 6 3rd
|
|||
|
|
16th +5 Ability Score Improvement 8d6 8 7 3rd
|
|||
|
|
17th +6 Rogue Archetype 9d6 9 7 3rd
|
|||
|
|
18th +6 Overpowering Personality, Self-Preservation 9d6 9 7 3rd
|
|||
|
|
19th +6 Ability Score Improvement 10d6 10 8 4th
|
|||
|
|
20th +6 Grand Larcenist 10d6 10 8 4th</p>
|
|||
|
|
<hr />
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d8 per rogue level</p>
|
|||
|
|
<p>Hit Points at 1st Level:[ 8 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels:[ 1d8 (or 5) + your
|
|||
|
|
Constitution modifier per rogue level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: Light armor</p>
|
|||
|
|
<p>Weapons: [Simple weapons, dueling daggers, hand crossbows,
|
|||
|
|
rapiers, sabres, shortbows, shortswords, throwing daggers]</p>
|
|||
|
|
<p>Tools: [Disguise kit, poisoner's kit, thieves' tools]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Saving Throws: Dexterity, Intelligence</p>
|
|||
|
|
<p>Skills:[ Choose four from Acrobatics, Athletics, Culture,
|
|||
|
|
Deception, Engineering, Insight, Intimidation, Investigation,
|
|||
|
|
Perception, Performance, Persuasion, Sleight of Hand, and Stealth]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 125 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Skulker's Set (Cost 91 gp):[ 2 daggers, shortbow and
|
|||
|
|
quiver with 20 arrows, shortsword, padded leather, explorer's pack,
|
|||
|
|
thieves' tools]</li>
|
|||
|
|
<li>Swashbuckler's Set (Cost 92 gp):[ Saber, sling and 20
|
|||
|
|
sling bullets, 2 throwing daggers, padded leather, burglar's pack,
|
|||
|
|
thieves' tools]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Skill Tricks</h2>
|
|||
|
|
<p>[At 1st level, you gain a skill trick of your choice. Your tricks are
|
|||
|
|
detailed at the end of the class description. The Tricks Known column of
|
|||
|
|
the Rogue table shows when you learn more skill tricks. Unless otherwise
|
|||
|
|
noted, you can gain each trick only once.]</p>
|
|||
|
|
<h2>Sneak Attack</h2>
|
|||
|
|
<p>[Starting at 1st level, once per turn you can deal extra weapon damage
|
|||
|
|
when you hit a creature with a finesse weapon or ranged weapon attack.
|
|||
|
|
The amount of extra damage is shown in the Sneak Attack column of the
|
|||
|
|
Rogue table.]</p>
|
|||
|
|
<p>[In order to deal this damage, you must not have disadvantage on the
|
|||
|
|
attack and your target must be within 5 feet of another enemy of the
|
|||
|
|
target that isn't incapacitated. Alternatively, you can deal sneak
|
|||
|
|
attack damage if you have advantage on the attack.]</p>
|
|||
|
|
<h2>Combat Maneuvers</h2>
|
|||
|
|
<p>[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
|||
|
|
proficiency in two combat traditions from the following list: Biting
|
|||
|
|
Zephyr, Mist and Shade, or Rapid Current. You learn two maneuvers of
|
|||
|
|
your choice from traditions you are proficient in.]</p>
|
|||
|
|
<p>[You gain an exertion pool equal to twice your proficiency bonus,
|
|||
|
|
regaining any spent exertion when you finish a rest. You use your
|
|||
|
|
maneuvers by spending points from your exertion pool. The Maneuvers
|
|||
|
|
Known column of the Rogue table shows when you learn more maneuvers from
|
|||
|
|
a tradition you are proficient in, while the Maneuver Degree column
|
|||
|
|
shows the highest-degree maneuver you can select at a given level.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[Additionally, whenever you learn a new maneuver, you can choose one of
|
|||
|
|
the maneuvers you know and replace it with another maneuver of the same
|
|||
|
|
degree from a tradition you are proficient in.]</p>
|
|||
|
|
<h2>Combat Tactic</h2>
|
|||
|
|
<p>[At 2nd level, choose one of the following options. Each time you gain a
|
|||
|
|
level, you may change this choice.]</p>
|
|||
|
|
<h3>Ambusher</h3>
|
|||
|
|
<p>[When you start your turn hidden from a creature, you have advantage on
|
|||
|
|
melee attacks against it until the end of your turn.]</p>
|
|||
|
|
<h3>Carver</h3>
|
|||
|
|
<p>[When you deal sneak attack damage with a dagger, your attack deals an
|
|||
|
|
additional 1d6 damage. At 11th level, you deal an additional 2d6
|
|||
|
|
damage.]</p>
|
|||
|
|
<h3>Sniper</h3>
|
|||
|
|
<p>[Once per turn, when you hit a target with a ranged weapon attack, you
|
|||
|
|
can add your proficiency bonus to the damage roll.]</p>
|
|||
|
|
<h2>Cunning Action</h2>
|
|||
|
|
<p>[Starting at 2nd level, you can use a bonus action on each of your turns
|
|||
|
|
in combat to take the Dash, Disengage, Hide, or Use an Object
|
|||
|
|
action.]</p>
|
|||
|
|
<h2>Rogue Archetype</h2>
|
|||
|
|
<p>[At 3rd level, you choose an archetype. Your archetype choice grants you
|
|||
|
|
features at 3rd level and again at 9th, 13th, and 17th level.]</p>
|
|||
|
|
<h2>Innocent Facade</h2>
|
|||
|
|
<p>[At 4th level, choose one of the following options. You must be
|
|||
|
|
proficient in a skill or with a tool to gain an expertise die from
|
|||
|
|
Innocent Facade.]</p>
|
|||
|
|
<h3>Cipher</h3>
|
|||
|
|
<p>[You gain an expertise die on Deception checks. You can invent ciphers
|
|||
|
|
and can teach a cipher to others. Anyone who knows a cipher can encode
|
|||
|
|
and read hidden messages made with it; the apparent text must be at
|
|||
|
|
least four times longer than the hidden message. Other creatures can
|
|||
|
|
spend a minute to make an Investigation check (DC 8 + your proficiency
|
|||
|
|
bonus + your Intelligence modifier) to detect the presence of a cipher,
|
|||
|
|
and they can read the hidden message if they succeed by 5 or more.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[In addition, you have advantage on Investigation checks made to detect
|
|||
|
|
and decode ciphers and codes.]</p>
|
|||
|
|
<h3>Distraction</h3>
|
|||
|
|
<p>[You gain an expertise die on Performance checks. You can use an action
|
|||
|
|
to make a Performance check contested by the Insight of creatures of
|
|||
|
|
your choice that can see or hear you. On a failure, until the end of
|
|||
|
|
your next turn the creatures have disadvantage on Perception checks and
|
|||
|
|
a --5 penalty to their passive Perception scores.]</p>
|
|||
|
|
<h3>Social Expertise</h3>
|
|||
|
|
<p>[You gain an expertise die on checks made with one of the following
|
|||
|
|
skills: Insight, Persuasion, or Sleight of Hand.]</p>
|
|||
|
|
<h3>Veiled Threat</h3>
|
|||
|
|
<p>[You gain an expertise die on Intimidation checks. When you succeed on a
|
|||
|
|
verbal Intimidation check, creatures of your choice other than the
|
|||
|
|
target of your check don't recognize your hostile intent.]</p>
|
|||
|
|
<h3>Ability Score Improvement</h3>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Aim</h2>
|
|||
|
|
<p>[Beginning at 5th level, if you haven't yet moved since the start of
|
|||
|
|
your turn, you can use your Cunning Action to Aim, gaining advantage on
|
|||
|
|
the next attack roll you make before the start of your next turn. If you
|
|||
|
|
do so, your Speed is reduced to 0 until the end of your turn.]</p>
|
|||
|
|
<h2>Self-Preservation</h2>
|
|||
|
|
<p>[At 6th level, choose two of the following options. You can choose an
|
|||
|
|
additional option at 12th level and two more at 18th level.]</p>
|
|||
|
|
<h3>Blindsense</h3>
|
|||
|
|
<p>[You can use Cunning Action to reach out with your senses. Until the end
|
|||
|
|
of your next turn, you are aware of the presence and location of any
|
|||
|
|
hidden or invisible creature within 10 feet of you, provided you are
|
|||
|
|
able to hear.]</p>
|
|||
|
|
<h3>Evasion</h3>
|
|||
|
|
<p>[When you make a Dexterity saving throw against an effect that deals
|
|||
|
|
half damage on a success, you take no damage on a success and half
|
|||
|
|
damage on a failure.]</p>
|
|||
|
|
<h3>Slippery Mind</h3>
|
|||
|
|
<p>You gain proficiency in Wisdom saving throws.</p>
|
|||
|
|
<h3>Street Tough</h3>
|
|||
|
|
<p>You gain proficiency in Constitution saving throws.</p>
|
|||
|
|
<h3>Tumbling Retreat</h3>
|
|||
|
|
<p>[When a melee attack misses you, you can use your reaction to move up to
|
|||
|
|
half your speed. This movement doesn't provoke opportunity attacks.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Uncanny Dodge</h3>
|
|||
|
|
<p>[When a creature you can see hits you with an attack, you can use your
|
|||
|
|
reaction to halve the damage from the attack.]</p>
|
|||
|
|
<h2>Improved Critical</h2>
|
|||
|
|
<p>[At 7th level, your weapon attacks score a critical hit on a roll of 19
|
|||
|
|
or 20. If you already have a feature that increases the range of your
|
|||
|
|
critical hits, your critical hit range increases by 1 (maximum
|
|||
|
|
17--20).]</p>
|
|||
|
|
<h2>Shrewd Judgment</h2>
|
|||
|
|
<p>[At 8th level, choose one of the following options. You must be
|
|||
|
|
proficient in a skill or with a tool in order to gain an expertise die
|
|||
|
|
from Shrewd Judgment.]</p>
|
|||
|
|
<h3>Quick Frisk</h3>
|
|||
|
|
<p>[You gain an expertise die on Sleight of Hand checks. In addition, you
|
|||
|
|
can touch a creature to learn what it is carrying. Make a Sleight of
|
|||
|
|
Hand check contested by the target's Perception. On a success, you learn
|
|||
|
|
what types of objects it is carrying. If it carries coins, you know the
|
|||
|
|
approximate number. For the next 24 hours, you have advantage on Sleight
|
|||
|
|
of Hand checks you make against the target. On a failure, you can't use
|
|||
|
|
Quick Frisk against that target for 24 hours.]</p>
|
|||
|
|
<h3>Social Expertise</h3>
|
|||
|
|
<p>[You gain an expertise die on checks made with one of the following
|
|||
|
|
skills: Intimidation, Performance, or Persuasion.]</p>
|
|||
|
|
<h3>Spot Tell</h3>
|
|||
|
|
<p>[You gain an expertise die on Insight checks. Whenever a creature makes
|
|||
|
|
a Deception check contested by your Insight and you win the opposed
|
|||
|
|
check, you also learn to recognize signs that the target is bluffing.
|
|||
|
|
For the next 24 hours, you have advantage on Insight checks made against
|
|||
|
|
the target.]</p>
|
|||
|
|
<h3>Tricky Interrogation</h3>
|
|||
|
|
<p>[You gain an expertise die on Deception checks. When you ask a creature
|
|||
|
|
you can see a yes or no question to, you can make a Deception check
|
|||
|
|
contested by the target's Deception. On a success, you learn whether the
|
|||
|
|
target believes the answer to be yes or no, even if they didn't reply.
|
|||
|
|
On a failure, you can't use Tricky Interrogation against that target for
|
|||
|
|
24 hours.]</p>
|
|||
|
|
<h2>Low Profile</h2>
|
|||
|
|
<p>[At 10th level, choose one of the following options. You must be
|
|||
|
|
proficient in a skill or with a tool in order to gain an expertise die
|
|||
|
|
from Low Profile.]</p>
|
|||
|
|
<h3>Costumer</h3>
|
|||
|
|
<p>[You gain an expertise die on checks made to use a disguise kit. When
|
|||
|
|
you use a disguise kit on yourself or another person, creatures have
|
|||
|
|
disadvantage on checks made to see through the disguise.]</p>
|
|||
|
|
<h3>Social Expertise</h3>
|
|||
|
|
<p>[You gain an expertise die on checks made with one of the following
|
|||
|
|
skills: Insight, Intimidation, Performance, or Sleight of Hand.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>True Lie</h3>
|
|||
|
|
<p>[You gain an expertise die on Persuasion checks. Your lies are so
|
|||
|
|
convincing that you half believe them yourself. You can use Persuasion
|
|||
|
|
instead of Deception when you are telling a lie.]</p>
|
|||
|
|
<h3>Walk it Back</h3>
|
|||
|
|
<p>[You gain an expertise die on Deception checks. When an ally fails a
|
|||
|
|
Deception check to tell a lie, you can use your reaction to add a
|
|||
|
|
supporting detail. Make a Deception check and use your result instead of
|
|||
|
|
your ally's.]</p>
|
|||
|
|
<h2>Cunning Celerity</h2>
|
|||
|
|
<p>[Starting at 11th level, you can take two different bonus actions on
|
|||
|
|
your turn. You can use this feature a number of times equal to your
|
|||
|
|
proficiency bonus. You regain all uses of this feature when you finish a
|
|||
|
|
rest.]</p>
|
|||
|
|
<h2>Expert Talent</h2>
|
|||
|
|
<p>[At 11th level, whenever you make an ability check on which you roll
|
|||
|
|
expertise dice, you treat a d20 roll of 9 or lower as a 10.]</p>
|
|||
|
|
<h2>Guarded Aspect</h2>
|
|||
|
|
<p>[At 14th level, choose one of the following options. You must be
|
|||
|
|
proficient in a skill or with a tool in order to gain an expertise die
|
|||
|
|
from Guarded Aspect.]</p>
|
|||
|
|
<h3>Hidden Signs</h3>
|
|||
|
|
<p>[You gain an expertise die on Sleight of Hand checks. You can use body
|
|||
|
|
language and hidden hand signals to communicate a short message to some
|
|||
|
|
observers while hiding it from others. Make a Sleight of Hand check
|
|||
|
|
contested by the Insight of observers from whom you want to hide your
|
|||
|
|
communication. On a success, a creature isn't aware that you sent a
|
|||
|
|
message. On a failure, the creature is aware that you signaled but
|
|||
|
|
doesn't know the content of your message. If you fail by 5 or more, the
|
|||
|
|
creature learns your message.]</p>
|
|||
|
|
<h3>Master of Disguise</h3>
|
|||
|
|
<p>[You gain an expertise die on checks made to use a disguise kit. As long
|
|||
|
|
as you are wearing a disguise, your true identity can't be determined
|
|||
|
|
even if your disguise fails. Additionally, you can don or doff a
|
|||
|
|
disguise as an action.]</p>
|
|||
|
|
<h3>Seen It All</h3>
|
|||
|
|
<p>[You gain an expertise die on Insight checks. Your passive Insight score
|
|||
|
|
increases by 3.]</p>
|
|||
|
|
<h3>Social Expertise</h3>
|
|||
|
|
<p>[You gain an expertise die on checks made with one of the following
|
|||
|
|
skills: Deception, Intimidation, Performance, or Persuasion.]</p>
|
|||
|
|
<h2>Elusive</h2>
|
|||
|
|
<p>[At 15th level, you know how to avoid vulnerable positions. As long as
|
|||
|
|
you aren't incapacitated, attack rolls against you can't be made with
|
|||
|
|
advantage.]</p>
|
|||
|
|
<h2>Overpowering Personality</h2>
|
|||
|
|
<p>[At 18th level, choose one of the following options. You must be
|
|||
|
|
proficient in a skill in order to gain an expertise die from
|
|||
|
|
Overpowering Personality.]</p>
|
|||
|
|
<h3>Dress Rehearsal</h3>
|
|||
|
|
<p>[You gain an expertise die on Performance checks. Once per rest, you can
|
|||
|
|
spend 10 minutes practicing a skill of your choice, at the end of which
|
|||
|
|
time you make a Performance check. You can use this result to replace
|
|||
|
|
the die roll of one ability check you make using that skill in the next
|
|||
|
|
hour. You can decide to use this feature after seeing the die roll.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Psych Out</h3>
|
|||
|
|
<p>[You gain an expertise die on Intimidation checks. As an action, you can
|
|||
|
|
make an Intimidation check contested by the Charisma check of a creature
|
|||
|
|
that can see you. On a success, the next attack roll or contested
|
|||
|
|
ability check you make against that creature within the next 10 minutes
|
|||
|
|
is made with advantage. Once you've failed a contested Intimidation
|
|||
|
|
check, you can't use this feature again until you finish a long
|
|||
|
|
rest.]</p>
|
|||
|
|
<h3>Roguish Charm</h3>
|
|||
|
|
<p>[You gain an expertise die on Persuasion checks. After you spend a
|
|||
|
|
minute in conversation with a creature that isn't hostile towards you,
|
|||
|
|
you can make a Persuasion check contested by its Insight. On a success,
|
|||
|
|
the creature is nonmagically charmed by you for 1 hour. The charm ends
|
|||
|
|
early if you or your allies harm the creature. Once you've used this
|
|||
|
|
feature successfully, you can't use it again until you finish a long
|
|||
|
|
rest.]</p>
|
|||
|
|
<h3>Social Expertise</h3>
|
|||
|
|
<p>[You gain an expertise die on checks made with one of the following
|
|||
|
|
skills: Deception, Insight, or Sleight of Hand.]</p>
|
|||
|
|
<h2>Grand Larcenist</h2>
|
|||
|
|
<p>At 20th level, you gain the following abilities.</p>
|
|||
|
|
<h3>Hide in Plain Sight</h3>
|
|||
|
|
<p>[When you see a creature look in your direction, you can use your
|
|||
|
|
reaction to hide from that creature, even if you have nothing to hide
|
|||
|
|
behind, aren't obscured or invisible, or otherwise out of sight. If you
|
|||
|
|
hide successfully, you are invisible to that creature until you move or
|
|||
|
|
take an action. If you are targeted by an effect that requires a
|
|||
|
|
Dexterity saving throw, you can choose to fail it to remain invisible to
|
|||
|
|
the creature.]</p>
|
|||
|
|
<h3>Skill Mastery</h3>
|
|||
|
|
<p>[Also at 20th level, you are unparalleled in your chosen fields. For
|
|||
|
|
each skill and tool proficiency with which you have an expertise die,
|
|||
|
|
you gain another expertise die with that skill or proficiency. Your
|
|||
|
|
expertise dice can be upgraded from a d8 to a d10 or from a d10 to a d12
|
|||
|
|
in this way.]</p>
|
|||
|
|
<h3>Unstoppable</h3>
|
|||
|
|
<p>[Also at 20th level, no portal---be it door, window, or planar
|
|||
|
|
device---is closed to you. You no longer need to make ability checks to
|
|||
|
|
pick locks, and you succeed automatically whenever you attempt to unlock
|
|||
|
|
any lock of any kind. You require no special equipment to use this
|
|||
|
|
feature.]</p>
|
|||
|
|
<h1>Skill Tricks</h1>
|
|||
|
|
<p>[When you gain access to a new skill trick, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Agile Athlete</h2>
|
|||
|
|
<p>[You gain an expertise die on Athletics checks and a climb speed equal
|
|||
|
|
to your Speed.]</p>
|
|||
|
|
<h2>Analysis</h2>
|
|||
|
|
<p>[You gain an expertise die on checks made to use a poisoner's kit. With
|
|||
|
|
10 minutes of experimentation, you can identify a dose of a poison and
|
|||
|
|
learn the recipe to make it. You can use your poisoner's kit and spend a
|
|||
|
|
day creating the poison for half its cost. ]</p>
|
|||
|
|
<h2>Boobytrapper</h2>
|
|||
|
|
<p>[You gain an expertise die on Sleight of Hand checks. You can make a
|
|||
|
|
Sleight of Hand check to conceal caltrops, ball bearings, a hunting
|
|||
|
|
trap, an alarm bell, or other Tiny traps or alarms. The result of your
|
|||
|
|
Sleight of Hand check is the DC for discovering these obstacles. They
|
|||
|
|
can be spotted without a check if they are not obscured.]</p>
|
|||
|
|
<h2>Cat's Eyes</h2>
|
|||
|
|
<p>[You gain an expertise die on Perception checks and darkvision to a
|
|||
|
|
range of 30 feet. If you already have darkvision from another source,
|
|||
|
|
its range increases by 30 feet.]</p>
|
|||
|
|
<h2>Delay Trap</h2>
|
|||
|
|
<p>[You gain an expertise die on checks made with thieves' tools. When you
|
|||
|
|
would trigger a mechanical trap on your turn, your alert senses warn you
|
|||
|
|
of danger before you complete the action. You can immediately end your
|
|||
|
|
turn in order to delay the trap's effects until the start of your next
|
|||
|
|
turn.]</p>
|
|||
|
|
<h2>Expertise Training</h2>
|
|||
|
|
<p>[You gain an expertise die on checks made with one of the following
|
|||
|
|
skills or tools: Acrobatics, Athletics, Investigation, Perception,
|
|||
|
|
Stealth, or any tool. You can choose this trick more than once.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Extra Skill Training</h2>
|
|||
|
|
<p>[You gain proficiency in one of the following: Acrobatics, Athletics,
|
|||
|
|
Investigation, Perception, Stealth, or any tool. You can choose this
|
|||
|
|
trick more than once.]</p>
|
|||
|
|
<h2>Graceful Leap</h2>
|
|||
|
|
<p>[Prerequisite: 13th level, d8 expertise die on Acrobatics checks]{.c6
|
|||
|
|
.c0}</p>
|
|||
|
|
<p>[Your expertise die on Acrobatics checks increases to d10. As a bonus
|
|||
|
|
action, you can jump up to half your Speed horizontally and up to 10
|
|||
|
|
feet vertically. Opportunity attacks provoked by this movement are made
|
|||
|
|
with disadvantage.]</p>
|
|||
|
|
<h2>Hide in the Shadows</h2>
|
|||
|
|
<p>[You gain an expertise die on Stealth checks. You can attempt to hide
|
|||
|
|
from creatures without darkvision while you are in an area of dim light.
|
|||
|
|
When a creature tries to enter your space, your position is
|
|||
|
|
revealed.]</p>
|
|||
|
|
<h2>Keen Eye</h2>
|
|||
|
|
<p>[Prerequisite: 13th level, d8 expertise die on Perception checks]{.c6
|
|||
|
|
.c0}</p>
|
|||
|
|
<p>[Your expertise die on Perception checks increases to d10. In addition,
|
|||
|
|
you don\'t have disadvantage on Perception checks that rely on sight as
|
|||
|
|
a result of being in a lightly obscured area. If you have darkvision,
|
|||
|
|
you treat darkness and dim light as if it were bright light.]</p>
|
|||
|
|
<h2>Kip Up</h2>
|
|||
|
|
<p>[You gain an expertise die on Acrobatics checks. When you are prone,
|
|||
|
|
standing up uses none of your movement. When you are knocked prone, you
|
|||
|
|
can use your reaction to stand up.]</p>
|
|||
|
|
<h2>Locksmith</h2>
|
|||
|
|
<p>[You gain an expertise die on checks made with thieves' tools. You can
|
|||
|
|
spend a minute using thieves' tools to improve an unlocked lock. At the
|
|||
|
|
end of the minute, make a Dexterity (thieves' tools) check against the
|
|||
|
|
lock's DC. On a success, you permanently increase the lock's DC by 10. A
|
|||
|
|
lock can only be improved in this way once.]</p>
|
|||
|
|
<p>[In addition, you can spend a minute using thieves' tools to probe an
|
|||
|
|
unlocked lock. At the end of the minute, make a thieves' tools check
|
|||
|
|
against the lock's DC. On a success, you make a key for the lock.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Loot Runner</h2>
|
|||
|
|
<p>[You gain an expertise die on Athletics checks, your Speed increases by
|
|||
|
|
5 feet, and you can carry 2 extra bulky items.]</p>
|
|||
|
|
<h2>Observer</h2>
|
|||
|
|
<p>[You gain an expertise die on Perception checks and increase your
|
|||
|
|
passive Perception score by 3.]</p>
|
|||
|
|
<h2>Poison Expert</h2>
|
|||
|
|
<p>[Prerequisite: 13th level, d8 expertise die with poisoner's kit]{.c6
|
|||
|
|
.c0}</p>
|
|||
|
|
<p>[Your expertise die on checks you make to use a poisoner's kit increases
|
|||
|
|
to d10. In addition, you can add this expertise die to saving throws
|
|||
|
|
made against poison. Finally, choose a poison. You are immune to the
|
|||
|
|
effects of this poison.]</p>
|
|||
|
|
<h2>Practiced Dash</h2>
|
|||
|
|
<p>[Prerequisite: 13th level, d8 expertise die on Athletics checks]{.c6
|
|||
|
|
.c0}</p>
|
|||
|
|
<p>[Your expertise die on Athletics checks increases to d10. When using the
|
|||
|
|
Dash action, you ignore difficult terrain and don't fall on slippery
|
|||
|
|
surfaces.]</p>
|
|||
|
|
<h2>Quick Scan</h2>
|
|||
|
|
<p>[You gain an expertise die on Investigation checks. You can use a bonus
|
|||
|
|
action to take the Search action.]</p>
|
|||
|
|
<h2>Scout Leader</h2>
|
|||
|
|
<p>[You gain an expertise die on Stealth checks. When your party makes a
|
|||
|
|
group Stealth check, you can apply your result to yourself and one ally
|
|||
|
|
after seeing the results of all rolls.]</p>
|
|||
|
|
<p>[In addition, you can move stealthily at a normal pace while
|
|||
|
|
traveling.]</p>
|
|||
|
|
<h2>Sense Aura</h2>
|
|||
|
|
<p>[Prerequisite: 13th level, d8 expertise die on Investigation checks]{.c6
|
|||
|
|
.c0}</p>
|
|||
|
|
<p>[Your expertise die on Investigation checks increases to d10. You can
|
|||
|
|
make an Investigation check to find magical traps. In addition, you can
|
|||
|
|
spend 10 minutes to sense whether an object or creature you can see
|
|||
|
|
bears magic. This feature is nonmagical.]</p>
|
|||
|
|
<h2>Sense for Secrets</h2>
|
|||
|
|
<p>[You gain an expertise die on Investigation checks. You have a sense for
|
|||
|
|
finding hidden things. You can spend a minute observing an area. If
|
|||
|
|
there are tricks, traps, secret doors, or other unusual features of a
|
|||
|
|
nonmagical nature within 30 feet of you on an unobscured surface you can
|
|||
|
|
see, you know something nearby is worth investigating, but not what or
|
|||
|
|
where it is. You can't use Sense for Secrets twice on the same
|
|||
|
|
area.]</p>
|
|||
|
|
<h2>Shadow Skulk</h2>
|
|||
|
|
<p>Prerequisite: 13th level, d8 expertise die on Stealth checks</p>
|
|||
|
|
<p>[Your expertise die on Stealth checks increases to d10. You have a
|
|||
|
|
passive Stealth score of 10 + your proficiency bonus + your Dexterity
|
|||
|
|
modifier. When you have not attempted to hide from a creature but aren't
|
|||
|
|
visible to it and aren't making noise, you are considered hidden from
|
|||
|
|
that creature, using your passive Stealth score.]</p>
|
|||
|
|
<h2>Skeleton Key</h2>
|
|||
|
|
<p>[Prerequisite: 13th level, d8 expertise die with thieves' tools]{.c6
|
|||
|
|
.c0}</p>
|
|||
|
|
<p>[Your expertise die on checks made with thieves' tools increases to d10.
|
|||
|
|
As part of successfully picking a lock, you can alter the lock so that
|
|||
|
|
it opens to a key in your possession in addition to, or instead of,
|
|||
|
|
whatever keys previously opened it.]</p>
|
|||
|
|
<h2>Tuck and Roll</h2>
|
|||
|
|
<p>[You gain an expertise die on Acrobatics checks. When you would take
|
|||
|
|
damage from falling, you can make an Acrobatics check and reduce the
|
|||
|
|
damage by an amount equal to the result of the check.]</p>
|
|||
|
|
<h2>Unstable Poison</h2>
|
|||
|
|
<p>[You gain an expertise die on checks made to use a poisoner's kit. You
|
|||
|
|
learn the recipe for creating basic poison. During a rest, you can brew
|
|||
|
|
one poison for which you have the recipe without spending gold or or
|
|||
|
|
using ingredients (no check required). This version of the poison lasts
|
|||
|
|
until the next time you finish a rest.]</p>
|
|||
|
|
<h1>Rogue Archetypes</h1>
|
|||
|
|
<h2>Burglar</h2>
|
|||
|
|
<h3>Unfair Advantage</h3>
|
|||
|
|
<p>[When you choose this archetype at 3rd level, choose one of the
|
|||
|
|
following options.]</p>
|
|||
|
|
<h4>Backstab</h4>
|
|||
|
|
<p>[Whenever you deal sneak attack damage with a melee weapon, you roll d8s
|
|||
|
|
instead of d6s for your sneak attack damage.]</p>
|
|||
|
|
<h4>Deuces Wild</h4>
|
|||
|
|
<p>[When you roll a natural 2 on the d20 roll on an attack roll or ability
|
|||
|
|
check, you can reroll it. You must use the second roll. Also, you can
|
|||
|
|
reroll any sneak attack damage die on which you roll a 2. You must use
|
|||
|
|
the second roll.]</p>
|
|||
|
|
<h3>Bonus Expertise</h3>
|
|||
|
|
<p>[Also at 3rd level, you gain proficiency in Sleight of Hand, and you
|
|||
|
|
gain an expertise die on checks using Sleight of Hand or thieves' tools.
|
|||
|
|
In addition, your expertise dice in Sleight of Hand and thieves' tools
|
|||
|
|
can be upgraded from d8 to d10, exceeding the usual limit on expertise
|
|||
|
|
dice. Finally, you can use your Cunning Action to make a Sleight of Hand
|
|||
|
|
check or to use thieves' tools.]</p>
|
|||
|
|
<h3>Ambidextrous</h3>
|
|||
|
|
<p>[Starting at 9th level, when using two-weapon fighting, you can add your
|
|||
|
|
Dexterity modifier to the damage roll of the off-hand attack..
|
|||
|
|
Additionally, you can use your Cunning Action to draw and throw, or pick
|
|||
|
|
up and throw, a weapon or improvised weapon.]</p>
|
|||
|
|
<h3>Legitimate Business</h3>
|
|||
|
|
<p>[Also at 9th level, you have advantage on ability checks you make to
|
|||
|
|
find a buyer or seller of an item.]</p>
|
|||
|
|
<h3>Pointed Wit</h3>
|
|||
|
|
<p>At 13th level, choose one of the following options.</p>
|
|||
|
|
<h4>Conversational Parry</h4>
|
|||
|
|
<p>[You can reroll a failed Deception check and use the second result. Once
|
|||
|
|
you use this feature, you can't do so again until you finish a
|
|||
|
|
rest.]</p>
|
|||
|
|
<h4>Disarming Manner</h4>
|
|||
|
|
<p>[You have advantage on ability checks made to make peace or end
|
|||
|
|
hostility.]</p>
|
|||
|
|
<h4>Verbal Riposte</h4>
|
|||
|
|
<p>[When a creature threatens you or attempts an Intimidation check against
|
|||
|
|
you, you can use your reaction to make an Intimidation check against the
|
|||
|
|
creature with advantage. On a success, the creature is frightened of you
|
|||
|
|
for 1 minute. Once you use this feature, you can't use it again until
|
|||
|
|
you finish a rest.]</p>
|
|||
|
|
<h3>Improved Backstab</h3>
|
|||
|
|
<p>[Starting at 17th level, you gain the Backstab feature. If you already
|
|||
|
|
have Backstab, whenever you deal sneak attack damage with a melee
|
|||
|
|
weapon, you roll d10s instead of d8s for your sneak attack damage.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Cutthroat</h2>
|
|||
|
|
<h3>Bonus Expertise</h3>
|
|||
|
|
<p>[When you choose this archetype at 3rd level, you gain proficiency in
|
|||
|
|
Deception. In addition, you gain an expertise die on Deception checks
|
|||
|
|
and checks made to use a poisoner's kit. Finally, your expertise dice in
|
|||
|
|
Deception and poisoner's kits can be upgraded from d8 to d10, exceeding
|
|||
|
|
the usual limit on expertise dice.]</p>
|
|||
|
|
<h3>Master of Poisons</h3>
|
|||
|
|
<p>[Starting at 3rd level, you learn the recipe for a special injury poison
|
|||
|
|
called Blackblade. During a rest, you can use your poisoner's kit to
|
|||
|
|
brew a number of doses of this poison equal to your proficiency bonus
|
|||
|
|
without spending money or resources doing so. These poisons lose their
|
|||
|
|
effectiveness at the start of your next rest.]</p>
|
|||
|
|
<p>[Blackblade poison can be applied to a weapon or piece of ammunition
|
|||
|
|
before combat or as a Cunning Action. The first time a poisoned weapon
|
|||
|
|
or ammunition deals damage, it deals an additional 3d6 poison
|
|||
|
|
damage.]</p>
|
|||
|
|
<h3>Quick Strike</h3>
|
|||
|
|
<p>[Starting at 9th level, you have advantage on initiative rolls.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Hidden Resources</h3>
|
|||
|
|
<p>[Starting at 9th level, when you hide a weapon or small object on your
|
|||
|
|
person, you make a Sleight of Hand check with advantage to set the DC
|
|||
|
|
for finding it.]</p>
|
|||
|
|
<h3>Deceptive Mind</h3>
|
|||
|
|
<p>[Starting at 13th level, when you succeed on a saving throw against an
|
|||
|
|
effect that would read your mind, detect whether you are lying, or force
|
|||
|
|
you to tell the truth, you are aware of the magical intrusion and can
|
|||
|
|
present false thoughts or make a lie appear to be true.]</p>
|
|||
|
|
<h3>First Blood</h3>
|
|||
|
|
<p>[You are exceptionally deadly against unprepared opponents. Starting at
|
|||
|
|
17th level, you have advantage on your first attack in combat if it's
|
|||
|
|
against a creature who hasn't taken a turn yet. If this attack hits, it
|
|||
|
|
is a critical hit.]</p>
|
|||
|
|
<h2>Investigator</h2>
|
|||
|
|
<h3>Bonus Expertise</h3>
|
|||
|
|
<p>[When you choose this archetype at 3rd level, you gain proficiency in
|
|||
|
|
Insight, Investigation, and Perception. In addition, you gain an
|
|||
|
|
expertise die on checks made using these skills, and your expertise dice
|
|||
|
|
for these skills can be upgraded from d8 to d10, exceeding the usual
|
|||
|
|
limit on expertise dice. Finally, you can use all three of these skills
|
|||
|
|
with your Cunning Action, when they'd normally take an action.]</p>
|
|||
|
|
<h3>Adept Researcher</h3>
|
|||
|
|
<p>[Starting at 3rd level, you have advantage on rolls made to perform the
|
|||
|
|
Research downtime activity.]</p>
|
|||
|
|
<h3>Teamwork</h3>
|
|||
|
|
<p>[At 3rd level, you gain proficiency with the Sanguine Knot tradition. In
|
|||
|
|
addition, choose one of the following options.]</p>
|
|||
|
|
<h4>Helper</h4>
|
|||
|
|
<p>[You can use a bonus action to choose one ally within 30 feet who can
|
|||
|
|
see or hear you. That ally gains advantage on the next ability check or
|
|||
|
|
attack roll they make before the start of your next turn.]</p>
|
|||
|
|
<h4>Hinderer</h4>
|
|||
|
|
<p>[You can use a bonus action to choose a creature within 30 feet that can
|
|||
|
|
see or hear you. That creature has disadvantage on the next ability
|
|||
|
|
check or attack roll it makes before the start of your next turn.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Track Recognition</h3>
|
|||
|
|
<p>[Starting at 9th level, when you examine a creature's trail (footprints
|
|||
|
|
or similar signs), you can recall the circumstances under which you
|
|||
|
|
examined this individual creature's trail before.]</p>
|
|||
|
|
<h3>Defiant Mind</h3>
|
|||
|
|
<p>[Also at 9th level, you have proficiency in Wisdom saving throws. When a
|
|||
|
|
creature targets you with a spell or attack that forces you to make a
|
|||
|
|
Wisdom or Intelligence saving throw, if you succeed on the save you can
|
|||
|
|
use your reaction to make a melee or ranged attack against that
|
|||
|
|
creature.]</p>
|
|||
|
|
<h3>Gather Lore</h3>
|
|||
|
|
<p>[Starting at 13th level, you can try to secretly gather information
|
|||
|
|
about a person or object. You can only do so in a settlement in which
|
|||
|
|
you've spent at least a week. You must spend a day and 100 gp or more in
|
|||
|
|
order to make this attempt. You can't use this feature to gather lore
|
|||
|
|
about a creature or object more than once.]</p>
|
|||
|
|
<p>[If you gather lore about a person, you learn at least one location
|
|||
|
|
where they've been seen within the last month (if any) and one secret
|
|||
|
|
about the person, as well as any notable allies, enemies, and current
|
|||
|
|
gossip.]</p>
|
|||
|
|
<p>[If you gather lore about an object, you learn its last owner and one
|
|||
|
|
place it was seen within the last month, or its last known approximate
|
|||
|
|
location. If the object is magical, you learn any powers it possesses.
|
|||
|
|
Unless the Narrator decides otherwise, you don't learn about the
|
|||
|
|
object's curses or similar secrets.]</p>
|
|||
|
|
<h3>Study Weakness</h3>
|
|||
|
|
<p>[Starting at 17th level, you recognize the flaws in a creature's
|
|||
|
|
defenses. You can use your Cunning Action to study a creature you can
|
|||
|
|
see. For the next 24 hours or until you use this feature to study
|
|||
|
|
another creature, you have advantage on attack rolls and contested
|
|||
|
|
ability checks against that creature.]</p>
|
|||
|
|
<h2>Trapsmith</h2>
|
|||
|
|
<h3>Bonus Expertise</h3>
|
|||
|
|
<p>[When you choose this archetype at 3rd level, you gain proficiency in
|
|||
|
|
Engineering and with tinkerer's tools. In addition, you gain an
|
|||
|
|
expertise die on Engineering checks and checks made to use thieves'
|
|||
|
|
tools or tinkerer's tools. Finally, your expertise dice in these skills
|
|||
|
|
and tools can be upgraded from d8 to d10, exceeding the usual limit on
|
|||
|
|
expertise dice.]</p>
|
|||
|
|
<h3>Cunning Trap</h3>
|
|||
|
|
<p>[Starting at 3rd level, you can use your Cunning Action to spread
|
|||
|
|
caltrops or ball bearings, or to throw a vial containing holy water,
|
|||
|
|
acid, or the like. You treat vials as simple weapons that have the
|
|||
|
|
thrown property (20/40 feet).]</p>
|
|||
|
|
<h3>Trapmaking</h3>
|
|||
|
|
<p>[Starting at 3rd level, with 10 minutes of work you can use your
|
|||
|
|
thieves' tools to boobytrap a 5-foot-square area or a Large or smaller
|
|||
|
|
object. Your trap can be anything from a needle in a lock to a rockfall
|
|||
|
|
in a passageway. Describe the mechanics of your trap to the Narrator.
|
|||
|
|
Logic determines which traps can be built where; for instance, a
|
|||
|
|
swinging axe can't be hidden in a jewelry box.]</p>
|
|||
|
|
<p>[The trap's DC is 8+ your proficiency bonus + your Dexterity bonus . A
|
|||
|
|
creature can spot the trap by making a Perception check against the
|
|||
|
|
trap's DC. Creatures aware of the trap can avoid or disable it without a
|
|||
|
|
check. When a creature enters the trapped area or interacts with the
|
|||
|
|
trapped object, it makes a Dexterity saving throw against the trap's DC.
|
|||
|
|
On a failure, the trap is triggered and the creature takes an amount of
|
|||
|
|
damage equal to 1d6 damage × one-half your rogue level. The type of
|
|||
|
|
damage dealt (bludgeoning, piercing, slashing, or poison) is determined
|
|||
|
|
by the nature of your trap. Once a trap has been triggered, it is
|
|||
|
|
disabled.]</p>
|
|||
|
|
<p>[You can use this feature a number of times equal to your proficiency
|
|||
|
|
bonus. You regain all uses of this feature when you finish a rest.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Trap Sense</h3>
|
|||
|
|
<p>[Also starting at 3rd level, you have advantage on saving throws made
|
|||
|
|
against traps. You have advantage on ability checks to detect and disarm
|
|||
|
|
traps, and you can do so using your Cunning Action.]</p>
|
|||
|
|
<h3>Augmented Trapmaking</h3>
|
|||
|
|
<p>[At 9th level, you learn one of the following trap capabilities. When
|
|||
|
|
using Trapmaking to create a trap, you can choose to augment it with the
|
|||
|
|
new capability, which is triggered when your trap damages a
|
|||
|
|
creature.]</p>
|
|||
|
|
<h4>Immobilization Trap</h4>
|
|||
|
|
<p>[The target is caught in the jaws of the trap. The target's movement
|
|||
|
|
speed is reduced to 0. A creature can use an action or legendary action
|
|||
|
|
to make a DC 13 Strength check, freeing itself or another creature on a
|
|||
|
|
success. Building this trap requires a hunting trap, which can be
|
|||
|
|
recovered after the trap is triggered.]</p>
|
|||
|
|
<h4>Poison Trap</h4>
|
|||
|
|
<p>[You add a contact or injury poison to the trap, which consumes the
|
|||
|
|
poison. The victim of the trap is affected by the poison.]</p>
|
|||
|
|
<h4>Vial Trap</h4>
|
|||
|
|
<p>[You add a vial of liquid, such as acid or alchemists' fire, to the
|
|||
|
|
trap, which consumes the liquid. Each creature within 5 feet when the
|
|||
|
|
trap is triggered makes a Dexterity saving throw. On a failure, the
|
|||
|
|
creature is splashed with the liquid.]</p>
|
|||
|
|
<h3>Improvised Crafting</h3>
|
|||
|
|
<p>[Starting at 13th level, during a rest you can use tinker's tools to
|
|||
|
|
create a mundane item that lasts until the start of your next rest. You
|
|||
|
|
can create one of the following items:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>A vial of alchemist's fire or acid.</li>
|
|||
|
|
<li>[Any weapon, ammunition, or gear worth 20 gp or less (or several
|
|||
|
|
identical items with a total cost not exceeding 20 gp). The item
|
|||
|
|
functions like the original object but can be made of different
|
|||
|
|
materials.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Deadly Trapmaking</h3>
|
|||
|
|
<p>[Starting at 17th level, the traps you create with your Trapmaking
|
|||
|
|
feature deal damage equal to 1d6 × your rogue level.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h1>Sorcerer</h1>
|
|||
|
|
<p>TABLE: SORCERER</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>LEVEL PROF. BONUS SORCERY POINTS FEATURES INNOVATIONS KNOWN
|
|||
|
|
1st +2 --- Sorcerer Archetype, Spellcasting ---
|
|||
|
|
2nd +2 2 Source of Magic, Manifestation ---
|
|||
|
|
3rd +2 3 Latent Power, Metamagics ---
|
|||
|
|
4th +2 4 Ability Score Improvement, Arcane Innovations 1
|
|||
|
|
5th +3 5 Additional Metamagics 1
|
|||
|
|
6th +3 6 Arcane Refinement, Sorcerer Archetype Feature 1
|
|||
|
|
7th +3 7 --- 1
|
|||
|
|
8th +3 8 Ability Score Improvement 2
|
|||
|
|
9th +4 9 Rapturous Presence 2
|
|||
|
|
10th +4 10 Additional Metamagics 2
|
|||
|
|
11th +4 11 --- 2
|
|||
|
|
12th +4 12 Ability Score Improvement, Evolving Manifestation 3
|
|||
|
|
13th +5 13 --- 3
|
|||
|
|
14th +5 14 Sorcerer Archetype Feature 3
|
|||
|
|
15th +5 15 Additional Metamagics, Major Metamagic 3
|
|||
|
|
16th +5 16 Ability Score Improvement 4
|
|||
|
|
17th +6 17 --- 4
|
|||
|
|
18th +6 18 Sorcerer Archetype Feature 4
|
|||
|
|
19th +6 19 Ability Score Improvement, Additional Metamagics 4
|
|||
|
|
20th +6 20 Arcane Clutch, Explosive Magics 5</p>
|
|||
|
|
<hr />
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: SORCERER SPELLS SPELL SLOTS PER LEVEL <br />
|
|||
|
|
LEVEL CANTRIPS KNOWN SPELLS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
|||
|
|
1st 4 2 2 --- --- --- --- --- --- --- ---
|
|||
|
|
2nd 4 3 3 --- --- --- --- --- --- --- ---
|
|||
|
|
3rd 4 4 4 2 --- --- --- --- --- --- ---
|
|||
|
|
4th 5 5 4 3 --- --- --- --- --- --- ---
|
|||
|
|
5th 5 6 4 3 2 --- --- --- --- --- ---
|
|||
|
|
6th 5 7 4 3 3 --- --- --- --- --- ---
|
|||
|
|
7th 5 8 4 3 3 1 --- --- --- --- ---
|
|||
|
|
8th 5 9 4 3 3 2 --- --- --- --- ---
|
|||
|
|
9th 5 10 4 3 3 3 1 --- --- --- ---
|
|||
|
|
10th 6 11 4 3 3 3 2 --- --- --- ---
|
|||
|
|
11th 6 12 4 3 3 3 2 1 --- --- ---
|
|||
|
|
12th 6 12 4 3 3 3 2 1 --- --- ---
|
|||
|
|
13th 6 13 4 3 3 3 2 1 1 --- ---
|
|||
|
|
14th 6 13 4 3 3 3 2 1 1 --- ---
|
|||
|
|
15th 6 14 4 3 3 3 2 1 1 1 ---
|
|||
|
|
16th 6 14 4 3 3 3 2 1 1 1 ---
|
|||
|
|
17th 6 15 4 3 3 3 2 1 1 1 1
|
|||
|
|
18th 6 15 4 3 3 3 3 1 1 1 1
|
|||
|
|
19th 6 16 4 3 3 3 3 2 1 1 1
|
|||
|
|
20th 6 16 4 3 3 3 3 2 2 1 1</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d6 per sorcerer level</p>
|
|||
|
|
<p>Hit Points at 1st Level: [6 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels:[ 1d6 (or 4) + your
|
|||
|
|
Constitution modifier per sorcerer level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: None</p>
|
|||
|
|
<p>Weapons: [Daggers, darts, light crossbows, quarterstaffs,
|
|||
|
|
slings]</p>
|
|||
|
|
<p>Tools: None</p>
|
|||
|
|
<p>Saving Throws: Constitution, Charisma</p>
|
|||
|
|
<p>Skills: [Choose two from Arcana, Deception, Insight,
|
|||
|
|
Intimidation, Performance, Persuasion, and Religion]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 100 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Light Traveler's Set (Cost 37 gp): [Quarterstaff, sling
|
|||
|
|
and 20 sling bullets, component pouch, explorer's pack]</li>
|
|||
|
|
<li>Troublemaker's Set (Cost 71 gp):[ 2 daggers, light
|
|||
|
|
crossbow and quiver with 20 bolts, explorer's pack, wand arcane
|
|||
|
|
focus]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Sorcerer Archetype</h2>
|
|||
|
|
<p>[Choose a sorcerer archetype.Your choice grants you features when you
|
|||
|
|
choose it, and again at 6th, 14th, and 18th level.]</p>
|
|||
|
|
<h2>Spellcasting</h2>
|
|||
|
|
<h3>Cantrips</h3>
|
|||
|
|
<p>[You learn three sorcerer cantrips of your choice at 1st level and
|
|||
|
|
additional sorcerer cantrips at higher levels, as shown in the Cantrips
|
|||
|
|
Known column of the Sorcerer Spells table.]</p>
|
|||
|
|
<h3>Spell Slots</h3>
|
|||
|
|
<p>[To cast a sorcerer spell, you must expend a spell slot of the spell's
|
|||
|
|
level or higher. The Sorcerer Spells table shows how many spell slots
|
|||
|
|
you have to cast your sorcerer spells. You regain all expended spell
|
|||
|
|
slots when you finish a long rest.]</p>
|
|||
|
|
<h3>Spells Known of 1st-Level and Higher</h3>
|
|||
|
|
<p>[At 1st level, you know your choice of four 1st-level spells from the
|
|||
|
|
sorcerer spell list. Consult the Spells Known column of the Sorcerer
|
|||
|
|
Spells table to see when you can choose more sorcerer spells. Each of
|
|||
|
|
these spells must be of a level for which you have spell slots. ]{.c6
|
|||
|
|
.c17}</p>
|
|||
|
|
<p>Additionally, when you gain a sorcerer level, you can replace a sorcerer
|
|||
|
|
spell you know with another from the sorcerer spell list, provided it is
|
|||
|
|
of a level for which you have spell slots.</p>
|
|||
|
|
<h3>Spellcasting Ability</h3>
|
|||
|
|
<p>[Charisma is your spellcasting ability for your sorcerer spells. You use
|
|||
|
|
your Charisma whenever a spell refers to your spellcasting ability. In
|
|||
|
|
addition, you use your Charisma modifier to set the saving throw DC for
|
|||
|
|
your sorcerer spells and spell attack rolls, as follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your Charisma
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your
|
|||
|
|
Charisma modifier]</p>
|
|||
|
|
<h3>Spellcasting Focus</h3>
|
|||
|
|
<p>[When casting a sorcerer spell, you can use an arcane focus as your
|
|||
|
|
spellcasting focus.]</p>
|
|||
|
|
<h2>Source of Magic</h2>
|
|||
|
|
<p>At 2nd level, you gain sorcery points. </p>
|
|||
|
|
<h3>Sorcery Points</h3>
|
|||
|
|
<p>[You have a maximum number of sorcery points shown in the Sorcery Points
|
|||
|
|
column of the Sorcerer table (2 points at 1st level). You can spend
|
|||
|
|
sorcery points as detailed below, and you regain all spent sorcery
|
|||
|
|
points when you finish a long rest.]</p>
|
|||
|
|
<h3>Flexible Casting</h3>
|
|||
|
|
<p>[As a bonus action, you can convert sorcery points into one spell slot
|
|||
|
|
or vice versa, using Table: Creating Spell Slots. You can't convert
|
|||
|
|
6th-level or higher slots.]</p>
|
|||
|
|
<p>TABLE: CREATING SPELL SLOTS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL SLOT LEVEL SORCERY POINT COST
|
|||
|
|
1st 2
|
|||
|
|
2nd 3
|
|||
|
|
3rd 5
|
|||
|
|
4th 6
|
|||
|
|
5th 7</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2>Manifestation</h2>
|
|||
|
|
<p>[Also at 2nd level, choose one of the following manifestations. When you
|
|||
|
|
cast a spell that deals acid, cold, fire, lightning, poison, or thunder
|
|||
|
|
damage, you can change the damage type to your manifestation's damage
|
|||
|
|
type.]</p>
|
|||
|
|
<h3>Blizzard (Cold)</h3>
|
|||
|
|
<p>[When you cast a spell that deals cold damage, you can spend 1 sorcery
|
|||
|
|
point and choose one creature you can see. If that creature takes cold
|
|||
|
|
damage from the spell, it is also chilled, reducing its movement speeds
|
|||
|
|
by 10 feet for a number of rounds equal to the spell's level (minimum 1
|
|||
|
|
round).]</p>
|
|||
|
|
<h3>Corrosion (Acid)</h3>
|
|||
|
|
<p>[When you cast a spell that deals acid damage, you can spend 1 sorcery
|
|||
|
|
point and choose one creature you can see. If that creature takes acid
|
|||
|
|
damage from the spell, its Armor Class is reduced by 2 until the end of
|
|||
|
|
your next turn.]</p>
|
|||
|
|
<h3>Hurricane (Lightning or Thunder)</h3>
|
|||
|
|
<p>[You can treat both lightning and thunder as your manifestation's damage
|
|||
|
|
types. When you cast a spell that deals lightning or thunder damage, you
|
|||
|
|
can spend 1 sorcery point to produce a thunderous blast around you.
|
|||
|
|
Large or smaller creatures within 5 feet of you make a Strength saving
|
|||
|
|
throw against your spell save DC. On a failed save, the creature is
|
|||
|
|
pushed back 10 feet and knocked prone.]</p>
|
|||
|
|
<h3>Inferno (Fire)</h3>
|
|||
|
|
<p>[When you cast a spell that deals fire damage, you can spend 1 sorcery
|
|||
|
|
point and choose one creature you can see. If that creature takes fire
|
|||
|
|
damage from the spell, it is also set ablaze, taking 2d4 ongoing fire
|
|||
|
|
damage for a number of rounds equal to the spell's level, or until it
|
|||
|
|
uses an action to put itself out.]</p>
|
|||
|
|
<h3>Venom (Poison)</h3>
|
|||
|
|
<p>[When you cast a spell that deals poison damage, you can spend 1 sorcery
|
|||
|
|
point. If you do, creatures immune to poison damage take half damage
|
|||
|
|
from the spell, and creatures resistant to poison damage take full
|
|||
|
|
damage.]</p>
|
|||
|
|
<h2>Latent Power</h2>
|
|||
|
|
<p>At 3rd level, choose one of the following.</p>
|
|||
|
|
<h3>All Eyes</h3>
|
|||
|
|
<p>[You gain an expertise die on Performance and Persuasion checks. In
|
|||
|
|
addition, as a bonus action you can spend 1 sorcery point to put out a
|
|||
|
|
subtle pulse that causes all creatures within 60 feet to take notice of
|
|||
|
|
you, allowing you to speak and be heard even in the midst of chaos.
|
|||
|
|
During combat, this notice lasts only a split second---not long enough
|
|||
|
|
to distract, but allowing you to make a Charisma check as part of the
|
|||
|
|
bonus action used to activate this feature.]</p>
|
|||
|
|
<h3>Daunting Energy</h3>
|
|||
|
|
<p>[You gain an expertise die on Intimidation checks. If you fail an
|
|||
|
|
ability check or saving throw against a creature trying to intimidate
|
|||
|
|
you, or against an effect that would cause you to become frightened, you
|
|||
|
|
can spend 1 sorcery point to reroll the check or save. If you do, you
|
|||
|
|
must use the new result.]</p>
|
|||
|
|
<h3>Unsuspecting</h3>
|
|||
|
|
<p>[You gain an expertise die on Deception checks. When you fail a
|
|||
|
|
Deception check against a humanoid, you can spend 1 sorcery point to
|
|||
|
|
reroll the check. On a success, their memory skips a beat and fills in
|
|||
|
|
the gap with your new story. On a failure, not only do they not believe
|
|||
|
|
you, but anyone who can cast spells and observed the exchange (including
|
|||
|
|
your target, if applicable) recognizes your attempt at arcane
|
|||
|
|
subterfuge.]</p>
|
|||
|
|
<h2>Metamagic</h2>
|
|||
|
|
<p>[At 3rd level, you gain two minor Metamagic options, and one moderate
|
|||
|
|
Metamagic option. You gain another minor Metamagic option at 5th level,
|
|||
|
|
10th level, 15th level, and 19th level. You gain an additional moderate
|
|||
|
|
Metamagic option at 10th and 19th level. When you gain a level in this
|
|||
|
|
class, you can replace one Metamagic option with another of the same
|
|||
|
|
degree, instead of replacing a spell.]</p>
|
|||
|
|
<p>[You can use only one Metamagic option on a spell when you cast it,
|
|||
|
|
unless otherwise noted.]</p>
|
|||
|
|
<h3>Minor Metamagic</h3>
|
|||
|
|
<p>Delayed Spell.[ When you ready a spell, you can spend 1
|
|||
|
|
sorcery point. The spell can be held for up to 1 minute, instead of
|
|||
|
|
until the start of your next turn.]</p>
|
|||
|
|
<p>Distant Spell[. When you cast a spell that has a range
|
|||
|
|
listed in feet, you can spend 1 sorcery point to double the range of a
|
|||
|
|
spell. If you cast a spell that has a range of Touch, you can spend 1
|
|||
|
|
sorcery point to make the range of the spell 20 feet.]</p>
|
|||
|
|
<p>Persistent Spell[. When you cast a spell that has a
|
|||
|
|
duration of 1 minute or longer, you can spend 1 sorcery point to double
|
|||
|
|
the duration, to a maximum of 24 hours.]</p>
|
|||
|
|
<p>Reliable Spell.[ When you roll a 4 or lower on
|
|||
|
|
a spell attack, you can spend 1 sorcery point to reroll the attack. If
|
|||
|
|
you do, you must use the new result. You can use Reliable Spell even if
|
|||
|
|
you have already used a different Metamagic option on the spell.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Subdual Spell[. When damage from one of your spells reduces
|
|||
|
|
one or more creatures to 0 hit points, you can use your reaction and
|
|||
|
|
spend 1 sorcery point to stabilize one of the creatures knocked
|
|||
|
|
unconscious by it.]</p>
|
|||
|
|
<p>Subtle Spell.[ You can spend 1 sorcery point to
|
|||
|
|
cast a spell without vocalized or seen components.]</p>
|
|||
|
|
<p>Treacherous Spell.[ When you cast a spell, you
|
|||
|
|
can spend 1 sorcery point to alter its components in subtle ways. A
|
|||
|
|
creature attempting to identify the spell based on its components
|
|||
|
|
perceives it as a different spell of your choice of the same or lower
|
|||
|
|
level. Attempts to interrupt this spell via
|
|||
|
|
]counterspell are made at disadvantage.</p>
|
|||
|
|
<h3>Moderate Metamagic</h3>
|
|||
|
|
<p>Careful Spell.[ When you cast a spell with an
|
|||
|
|
Iinstantaneous duration that affects an area, you can spend 1 sorcery
|
|||
|
|
point. If you do, choose a number of creatures in the area up to your
|
|||
|
|
Charisma modifier (minimum one creature). Creatures you choose are
|
|||
|
|
unaffected by the spell.]</p>
|
|||
|
|
<p>Empowered Spell.[ When you roll a spell's damage, you can
|
|||
|
|
spend 1 sorcery point to reroll a number of the damage dice up to your
|
|||
|
|
Charisma modifier (minimum of one). If you do, you must use the new
|
|||
|
|
rolls. You can use Empowered Spell even if you have already used a
|
|||
|
|
different Metamagic option on the spell.]</p>
|
|||
|
|
<p>Heightened Spell.[ When a creature makes a saving throw to
|
|||
|
|
avoid or resist the effects of a spell you cast, you can spend 3 sorcery
|
|||
|
|
points to give that target disadvantage on its initial saving throw
|
|||
|
|
against the spell.]</p>
|
|||
|
|
<p>Quickened Spell.[ When you cast a spell with a casting time
|
|||
|
|
of 1 action, you can spend 2 sorcery points to cast it as a bonus action
|
|||
|
|
instead.]</p>
|
|||
|
|
<p>Reflexive Spell.[ Immediately before rolling initiative,
|
|||
|
|
you can spend 2 sorcery points to cast a spell of up to 3rd-level that
|
|||
|
|
has a casting time of 1 action or 1 bonus action. The spell activates
|
|||
|
|
before any other actions in initiative, but doing so uses your action
|
|||
|
|
for your first turn in the combat.]</p>
|
|||
|
|
<p>Refracting Spell.[ When you cast a spell that involves a
|
|||
|
|
spell attack roll and targets only a single creature, you can spend an
|
|||
|
|
additional 2 sorcery points. If the spell hits, a creature within 5 feet
|
|||
|
|
of the original target takes half the spell's damage.]</p>
|
|||
|
|
<p>Twinned Spell. [When you target a
|
|||
|
|
creature with a spell that can target only one creature at the level it
|
|||
|
|
is cast and doesn't have a range of Self, you can spend a number of
|
|||
|
|
sorcery points equal to the spell's level (minimum 1) to target a second
|
|||
|
|
creature within range with the same spell.]</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Arcane Innovations</h2>
|
|||
|
|
<p>[At 4th level, you gain an arcane innovation of your choice. Your arcane
|
|||
|
|
innovations are detailed at the end of the class description. The
|
|||
|
|
Innovations Known column of the Sorcerer table shows when you gain
|
|||
|
|
additional innovations.]</p>
|
|||
|
|
<h2>Arcane Refinement</h2>
|
|||
|
|
<p>At 6th level, choose one of the following.</p>
|
|||
|
|
<h3>Deep Source</h3>
|
|||
|
|
<p>[When you finish a short rest, you can expend a number of Hit Dice up to
|
|||
|
|
your Charisma modifier to regain some of your magic essence. For each
|
|||
|
|
Hit Die you expend, you regain 2 sorcery points. Once you have used this
|
|||
|
|
feature, you can't do so again until you finish a long rest.]</p>
|
|||
|
|
<h3>Patient Aptitude</h3>
|
|||
|
|
<p>[Choose a number of spells with the ritual tag equal to your Charisma
|
|||
|
|
modifier. These spells need not be from the sorcerer spell list, but
|
|||
|
|
they must be of a level for which you have spell slots. You can cast
|
|||
|
|
these spells as rituals, though you don't gain the ability to cast them
|
|||
|
|
normally with spell slots. The spells don't count toward your spells
|
|||
|
|
known. If you increase your Charisma modifier, the number of ritual
|
|||
|
|
spells you know also increases. Each time you gain a sorcerer level, you
|
|||
|
|
can replace one of these ritual spells with another eligible spell.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Prodigious Innovator</h3>
|
|||
|
|
<p>[You learn three cantrips from any spell list. These cantrips don't
|
|||
|
|
count toward your cantrips known.]</p>
|
|||
|
|
<h2>Rapturous Presence</h2>
|
|||
|
|
<p>At 9th level, choose one of the following.</p>
|
|||
|
|
<h3>Larger Than Life</h3>
|
|||
|
|
<p>[You have advantage on Intimidation checks made to threaten someone with
|
|||
|
|
your magic. On a failure, your target is unconvinced, and unless you
|
|||
|
|
make good on your threat, this feature no longer functions until you
|
|||
|
|
prove your reputation again. Additionally, features and traits that
|
|||
|
|
attempt to evaluate how tough you are, such as the fighter's Size Up,
|
|||
|
|
always give the impression that you are more dangerous than you actually
|
|||
|
|
are.]</p>
|
|||
|
|
<h3>Nobody's Fool</h3>
|
|||
|
|
<p>[You gain a bonus to Insight checks equal to your Charisma modifier. In
|
|||
|
|
addition, you can spend 1 sorcery point as an action to project a
|
|||
|
|
magical aura of honesty. For the next 10 minutes, creatures within 10
|
|||
|
|
feet of you have disadvantage on Deception checks made to lie or conceal
|
|||
|
|
the truth. When a creature in this aura fails a Deception check, it
|
|||
|
|
accidentally blurts out something it didn't mean to while attempting to
|
|||
|
|
spin its lie.]</p>
|
|||
|
|
<h3>Otherworldly</h3>
|
|||
|
|
<p>[Select three of the following creature types: aberration, celestial,
|
|||
|
|
dragon, elemental, fey, fiend, or undead. You have advantage on Charisma
|
|||
|
|
checks to make a first impression on a creature of one of your chosen
|
|||
|
|
types, and if you do not share a common language, you can still
|
|||
|
|
communicate some simple concepts to them such as "friendly," "help," and
|
|||
|
|
"run." In addition, by spending 2 sorcery points and 1 minute in
|
|||
|
|
meditation, you can change your creature type to one of the chosen
|
|||
|
|
creature types. This transformation lasts for 1 hour or until you repeat
|
|||
|
|
the meditation and spend 2 sorcery points to reverse it.]</p>
|
|||
|
|
<h2>Evolving Manifestation</h2>
|
|||
|
|
<p>[At 12th level, you gain the improved form of the manifestation you
|
|||
|
|
selected at 2nd level. Alternatively, you can choose an additional
|
|||
|
|
manifestation from the Manifestation list.]</p>
|
|||
|
|
<h3>Evolving Blizzard</h3>
|
|||
|
|
<p>[When you cast a spell of 1st-level or higher that deals cold damage,
|
|||
|
|
you can spend 1 sorcery point to gain 1d6 temporary hit points per level
|
|||
|
|
of the spell. While you have these temporary hit points, whenever a
|
|||
|
|
creature hits you with a melee weapon attack, that creature takes 1d10
|
|||
|
|
cold damage. The temporary hit points last 1 hour.]</p>
|
|||
|
|
<h3>Evolving Corrosion</h3>
|
|||
|
|
<p>[When you cast a spell of 1st-level or higher that deals acid damage,
|
|||
|
|
you can spend 1 sorcery point to create a 10-foot-radius pool of acid
|
|||
|
|
centered on either the target of the spell or the spell's point of
|
|||
|
|
origin. The area becomes difficult terrain, and whenever a creature ends
|
|||
|
|
its turn in the area, it takes 2d8 acid damage. The pool remains for 1
|
|||
|
|
minute or until you use a bonus action to dismiss it.]</p>
|
|||
|
|
<h3>Evolving Hurricane</h3>
|
|||
|
|
<p>[When you cast a spell of 1st-level or higher that deals lightning or
|
|||
|
|
thunder damage, you can spend 1 sorcery point to create a 15-foot-radius
|
|||
|
|
storm centered on you. The storm moves with you when you move. The area
|
|||
|
|
of the storm is heavily obscured and counts as difficult terrain, but
|
|||
|
|
you can see and move through it normally. At the end of each of your
|
|||
|
|
subsequent turns, you can spend an additional sorcery point to maintain
|
|||
|
|
the storm. Otherwise, it dissipates.]</p>
|
|||
|
|
<h3>Evolving Inferno</h3>
|
|||
|
|
<p>[When you cast a spell of 1st-level or higher that deals fire damage,
|
|||
|
|
you can spend 1 sorcery point to store some of the spell's energy as a
|
|||
|
|
flame you hold in one hand. You can use an action to throw this flame,
|
|||
|
|
making a ranged spell attack against a target you can see within 30
|
|||
|
|
feet. On a hit, the creature takes 1d8 fire damage per level of the
|
|||
|
|
spell you cast to trigger this effect. The flame lasts for up to 1
|
|||
|
|
minute or until it is thrown.]</p>
|
|||
|
|
<h3>Evolving Venom</h3>
|
|||
|
|
<p>[When you cast a spell that deals poison damage, you can spend 1 sorcery
|
|||
|
|
point and choose one creature you can see. If that creature takes poison
|
|||
|
|
damage from the spell, it takes 2d6 ongoing poison damage for 1 minute
|
|||
|
|
or until a creature uses an action to treat the poison by making a
|
|||
|
|
Medicine check against your spell save DC.]</p>
|
|||
|
|
<h2>Major Metamagic</h2>
|
|||
|
|
<p>[At 15th level, in addition to a minor metamagic option, you gain one
|
|||
|
|
major metamagic option. You gain an additional major metamagic option at
|
|||
|
|
20th level.]</p>
|
|||
|
|
<h3>Major Metamagic Options</h3>
|
|||
|
|
<p>Consumptive Spell. [When you cast a spell that deals
|
|||
|
|
damage, you can spend 4 sorcery points. You or a creature you can see
|
|||
|
|
within 10 feet of you regains hit points equal to half the spell's
|
|||
|
|
damage roll. If you roll the spell's damage multiple times, you only
|
|||
|
|
restore hit points from the first roll.]</p>
|
|||
|
|
<p>Contingent Spell. [When you cast a
|
|||
|
|
spell, rather than have it go off immediately, you can spend 6 sorcery
|
|||
|
|
points and describe an external condition. If that condition occurs
|
|||
|
|
before you finish a long rest, you can use your reaction to trigger the
|
|||
|
|
spell. You can have only one Contingent Spell at a time.]</p>
|
|||
|
|
<p>Echo Spell. [When you cast a spell of
|
|||
|
|
5th-level or lower, you can spend sorcery points equal to the sorcery
|
|||
|
|
point conversion cost for a spell slot of that level (see Table:
|
|||
|
|
Creating Spell Slots). The spell repeats on the next turn, originating
|
|||
|
|
from the same point and aimed at the same target as the first instance
|
|||
|
|
of the spell.]</p>
|
|||
|
|
<p>Intense Spell.[ When you cast a spell that
|
|||
|
|
deals damage, before rolling damage or determining the result of any of
|
|||
|
|
the spell's attack rolls or saving throws, you can spend sorcery points
|
|||
|
|
equal to the spell's level. If you do, the spell deals its maximum
|
|||
|
|
possible damage to one target.]</p>
|
|||
|
|
<h2>Arcane Clutch</h2>
|
|||
|
|
<p>[Starting at 20th level, you can reclaim some fraction of the energies
|
|||
|
|
you expend as you cast. Whenever you cast a spell of 3rd-level or
|
|||
|
|
higher, you regain sorcery points equal to one-third of the expended
|
|||
|
|
spell slot's level.]</p>
|
|||
|
|
<h2>Explosive Magics</h2>
|
|||
|
|
<p>[Also at 20th level, the magic you bring to bear can be made to build
|
|||
|
|
upon itself. When you cast a spell of 4th-level or lower that deals
|
|||
|
|
damage, you can spend a number of sorcery points equal to half the
|
|||
|
|
spell's level (minimum 1) to reroll any dice that have the maximum
|
|||
|
|
result and add them to the total. For example, if you cast an exploding
|
|||
|
|
]fireball[ and roll three 6s among your damage dice, you
|
|||
|
|
roll an additional 3d6 and continue rerolling any 6s, adding them to the
|
|||
|
|
total damage dealt.]</p>
|
|||
|
|
<h1>Arcane Innovations</h1>
|
|||
|
|
<p>[When you gain access to a new arcane innovation, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h2>Draw Nourishment</h2>
|
|||
|
|
<p>[You can spend 3 sorcery points before eating a pound of just about
|
|||
|
|
anything organic---bark, grass, cactus flesh, bone, whatever's at
|
|||
|
|
hand---and so long as you can stomach the taste, it counts as 1 Supply
|
|||
|
|
for you as your body transmutes it into something more edible. A
|
|||
|
|
poisonous substance consumed in this way is still poisonous.]</p>
|
|||
|
|
<h2>Hot Air</h2>
|
|||
|
|
<p>[Any time you have sorcery points remaining, your weight is reduced by
|
|||
|
|
half, and you take half damage from falling. Additionally, if you are
|
|||
|
|
carrying less than a quarter of your maximum equipment load, you float
|
|||
|
|
on water.]</p>
|
|||
|
|
<h2>Lingering Touch</h2>
|
|||
|
|
<p>[When you encounter a shed piece of a creature (such as a lock of hair,
|
|||
|
|
a bloody bandage, a scale, or a tooth), you can touch that object and
|
|||
|
|
instantly attune to it as if it were a magic item. While you are attuned
|
|||
|
|
to the object, when you see the creature from which it originated, you
|
|||
|
|
immediately know that it belongs to that creature, at which point the
|
|||
|
|
attunement ends. At the Narrator's discretion, you might learn
|
|||
|
|
additional cryptic information as a result of being attuned to such
|
|||
|
|
things.]</p>
|
|||
|
|
<h2>Mage Hunter</h2>
|
|||
|
|
<p>[When tracking a creature that can cast at least one spell, you can
|
|||
|
|
focus on the mystic energy it leaves in its wake, allowing you to use
|
|||
|
|
your Charisma for any ability checks made to track it.]</p>
|
|||
|
|
<h2>Magnetic Step</h2>
|
|||
|
|
<p>[You can move along vertical surfaces at half your Sspeed without
|
|||
|
|
needing to make an ability check. If you end your turn on such a
|
|||
|
|
surface, you immediately fall unless you have some other way to support
|
|||
|
|
yourself.]</p>
|
|||
|
|
<h2>Retrace</h2>
|
|||
|
|
<p>[By spending 1 minute in meditation, you can reflect on the magical aura
|
|||
|
|
you leave behind as you travel. After doing so, you can perfectly
|
|||
|
|
retrace the steps you've taken in the past 4 hours.]</p>
|
|||
|
|
<h2>Strange Traces</h2>
|
|||
|
|
<p>[While traveling, you can spend 1 sorcery point to obscure your trail.
|
|||
|
|
For the next hour, any tracks your group leaves become random,
|
|||
|
|
zigzagging, and incomprehensible. Creatures have disadvantage on
|
|||
|
|
Survival checks to track you and become lost on a failed check.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Ominous Insight</h2>
|
|||
|
|
<p>[When you fail an Arcana, History, Nature, or Religion check, you can
|
|||
|
|
draw on your magics to find an answer and reroll the check. On a
|
|||
|
|
failure, your attempt clouds your mind and you have disadvantage on
|
|||
|
|
Intelligence checks until you finish a rest. While your mind remains
|
|||
|
|
clouded, you can't use Ominous Insight again.]</p>
|
|||
|
|
<h2>Wode Sense</h2>
|
|||
|
|
<p>[While traveling, any time you enter illusory terrain or magic causes
|
|||
|
|
you to become lost, you notice within 1 minute of being affected.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h1>Sorcerer Archetypes</h1>
|
|||
|
|
<h2>Sorcerer Archetype Spells</h2>
|
|||
|
|
<p>[You know additional spells from your sorcerer archetype. At 1st level,
|
|||
|
|
choose one spell from the 1st-level row of your archetype's Archetype
|
|||
|
|
Spells table and add it to your spell list. It does not count against
|
|||
|
|
your total spells known. At 3rd, 5th, 7th, and 9th level, choose an
|
|||
|
|
additional spell from a row on the table equal to or lower than your
|
|||
|
|
sorcerer level. When you gain a level, you can replace one of your
|
|||
|
|
archetype spells with an archetype spell of equal or lower level.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Draconist</h2>
|
|||
|
|
<p>TABLE: DRACONIST ARCHETYPE SPELLS</p>
|
|||
|
|
<p>+-----------------------------------+-----------------------------------+
|
|||
|
|
| SORCERER LEVEL | ARCHETYPE SPELLS |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 1st | [animal friendship, burning |
|
|||
|
|
| | hands, charm person, |
|
|||
|
|
| | thunderwave] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 3rd | [alter self, gust of wind, |
|
|||
|
|
| | scorching ray, shatter] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 5th | [fear, fireball, fly, lightning |
|
|||
|
|
| | bolt] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 7th | [dominate beast, ice storm,]{.c6 |
|
|||
|
|
| | .c0} |
|
|||
|
|
| | |
|
|||
|
|
| | [private sanctum, wall of |
|
|||
|
|
| | fire] |
|
|||
|
|
+-----------------------------------+-----------------------------------+
|
|||
|
|
| 9th | [cone of cold, dominate person, |
|
|||
|
|
| | insect plague, legend lore]{.c6 |
|
|||
|
|
| | .c0} |
|
|||
|
|
+-----------------------------------+-----------------------------------+</p>
|
|||
|
|
<h3>Draconic Toughness</h3>
|
|||
|
|
<p>[At 1st level when you choose this archetype, your hit point maximum
|
|||
|
|
increases by 1, and it increases by 1 whenever you gain a sorcerer
|
|||
|
|
level. Also, when you are unarmored, your AC equals 13 + your Dexterity
|
|||
|
|
modifier. ]</p>
|
|||
|
|
<h3>Voice of the Dragon</h3>
|
|||
|
|
<p>[Also at 1st level, you understand the language of dragons. You can
|
|||
|
|
speak, sign, read, and write Draconic. You have advantage on Charisma
|
|||
|
|
checks made to influence the behavior of dragons, so long as you
|
|||
|
|
converse with them in their native tongue.]</p>
|
|||
|
|
<h3>Lord Among Beasts and Mortals</h3>
|
|||
|
|
<p>[Starting at 6th level, when you start a rest in an area that isn't
|
|||
|
|
within 1 mile of an established settlement, you can spend 10 minutes in
|
|||
|
|
communion with the land to protect your camp until you finish your rest.
|
|||
|
|
Beasts who approach within 100 feet of your camp become docile and
|
|||
|
|
placid, refusing to attack you or your companions. Additionally,
|
|||
|
|
friendly creatures in your camp gain advantage on Perception checks to
|
|||
|
|
spot danger, as well as on Intimidation checks against intruders.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[If you repeat this effect every day in the same location for a year,
|
|||
|
|
the radius of the effect increases to 500 feet, and the effect becomes
|
|||
|
|
permanent. When you have a permanent lair, your Prestige increases by an
|
|||
|
|
amount equal to half your proficiency bonus. You can have only one
|
|||
|
|
permanent lair at a time, and the effect fades if you are ever away from
|
|||
|
|
your lair for a year or longer. If you die, the effect fades after 2d10
|
|||
|
|
days.]</p>
|
|||
|
|
<h3>Soaring Wings</h3>
|
|||
|
|
<p>[Starting at 14th level, you can use a bonus action to sprout dragon
|
|||
|
|
wings. The wings grant you a flying speed equal to your Speed. You can
|
|||
|
|
dismiss these wings as a bonus action. You can't manifest the wings
|
|||
|
|
while wearing armor, unless the armor has been specially modified for
|
|||
|
|
that purpose (increasing its cost by 50 percent). The wings tear
|
|||
|
|
clothing that is not similarly modified.]</p>
|
|||
|
|
<h3>Draconic Presence</h3>
|
|||
|
|
<p>[Starting at 18th level, you can use an action and spend 5 sorcery
|
|||
|
|
points to exude a 60-foot aura of your choice of awe or fear. For 1
|
|||
|
|
minute, when a hostile creature starts its turn in this aura it makes a
|
|||
|
|
Wisdom saving throw. On a failure, it becomes charmed (in an awe aura)
|
|||
|
|
or frightened (in a fear aura) until the aura ends. The creature can
|
|||
|
|
repeat the saving throw at the end of each of its turns, ending the
|
|||
|
|
effect on itself on a success. A creature that succeeds on the saving
|
|||
|
|
throw is immune to your Draconic Presence for 24 hours.]</p>
|
|||
|
|
<h2>Enigma</h2>
|
|||
|
|
<p>TABLE: ENIGMA ARCHETYPE SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SORCERER LEVEL ARCHETYPE SPELLS
|
|||
|
|
1st color spray, faerie fire, grease, hideous laughter
|
|||
|
|
3rd blindness/deafness, enlarge/reduce, levitate, shatter
|
|||
|
|
5th darklight, fear, hypnotic pattern, stinking cloud
|
|||
|
|
7th black tentacles, confusion, hallucinatory terrain, phantasmal killer
|
|||
|
|
9th cloudkill, flame strike, wall of force, wall of stone</p>
|
|||
|
|
<hr />
|
|||
|
|
<h3>Deeper Understanding</h3>
|
|||
|
|
<p>[Starting at 1st level when you choose this archetype, you gain an
|
|||
|
|
expertise die on ability checks made to identify spells being cast or
|
|||
|
|
sense the presence of lingering magic in any form.]</p>
|
|||
|
|
<h3>Reach Beyond</h3>
|
|||
|
|
<p>[Also at 1st level, you can use a bonus action to attempt to replace one
|
|||
|
|
of your archetype spells. Declare which spell you're trying to replace
|
|||
|
|
and make a Charisma saving throw (DC 10 + the spell's level). On a
|
|||
|
|
success, you replace the spell with another archetype spell of the same
|
|||
|
|
or lower level until you finish a long rest, at which point the original
|
|||
|
|
spell returns to your spell list. This newly gained spell can't be
|
|||
|
|
replaced again.]</p>
|
|||
|
|
<p>[On a failure, the new spell isn't added to your spell list, and you
|
|||
|
|
inadvertently cast the spell you're attempting to replace, expending no
|
|||
|
|
spell slots but targeting a creature or point within range of the
|
|||
|
|
Narrator's choice (possibly yourself). The spell is too wild to alter
|
|||
|
|
with metamagic, and if it requires concentration it instead lasts its
|
|||
|
|
full duration with no concentration required. The archetype spell you
|
|||
|
|
attempted to replace is then removed from your spell list until you
|
|||
|
|
finish a long rest, at which point it returns.]</p>
|
|||
|
|
<h3>Retributive Surge</h3>
|
|||
|
|
<p>[At 6th level, when a creature you can see damages you, you can use your
|
|||
|
|
reaction to cast a 1st- or 2nd-level spell. The spell must either target
|
|||
|
|
the creature that damaged you or be centered on a space it occupies. The
|
|||
|
|
spell must have a casting time of 1 action or 1 bonus action, and you
|
|||
|
|
must spend sorcery points equal to the spell's level, in addition to the
|
|||
|
|
spell slot you used to cast the spell.]</p>
|
|||
|
|
<p>[At 14th and 18th level, the highest level of spell you can cast in this
|
|||
|
|
way increases by 1.]</p>
|
|||
|
|
<h3>Tenuous Serenity</h3>
|
|||
|
|
<p>[At 14th level, when you make a Charisma saving throw, you can spend 1
|
|||
|
|
sorcery point to add an expertise die to the roll, or to reroll an
|
|||
|
|
expertise die used in the roll. You can do so after seeing the result of
|
|||
|
|
the saving throw.]</p>
|
|||
|
|
<p>[Additionally, when you finish a short rest, select a spell that's been
|
|||
|
|
removed from your spell list by one of your class features. You reclaim
|
|||
|
|
the spell. Once you've used this feature to reclaim a lost spell, you
|
|||
|
|
can't do so again until you finish a long rest.]</p>
|
|||
|
|
<h3>Erupting Nova</h3>
|
|||
|
|
<p>[At 18th level, you can cast two spells simultaneously, expending spell
|
|||
|
|
slots for each, so long as both spells have a casting time of 1 action,
|
|||
|
|
the sum of their levels is less than 6, and neither spell requires
|
|||
|
|
concentration. When you do so, make a Charisma saving throw (DC 12 + the
|
|||
|
|
sum of the spells' levels). On a failure, you waste your action (but not
|
|||
|
|
any spell slots) and both spells are removed from your spell list until
|
|||
|
|
you finish a long rest.]</p>
|
|||
|
|
<h2>Traveler</h2>
|
|||
|
|
<p>TABLE: TRAVELER ARCHETYPE SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SORCERER LEVEL ARCHETYPE SPELLS
|
|||
|
|
1st comprehend languages, faerie fire, feather fall, longstrider
|
|||
|
|
3rd darkvision, levitate, misty step, pass without trace
|
|||
|
|
5th blink, fly, protection from energy, water walk
|
|||
|
|
7th banishment, dimension door, freedom of movement, greater invisibility
|
|||
|
|
9th conjure elemental, mislead, teleportation circle, tree stride</p>
|
|||
|
|
<hr />
|
|||
|
|
<h3>Beyond the Boundary</h3>
|
|||
|
|
<p>[At 1st level, you can speak, sign, read, and write Primordial.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>[In addition, you can use Charisma when making an ability check to
|
|||
|
|
navigate, survive in, or remember information about planes of existence
|
|||
|
|
other than the Material Plane.]</p>
|
|||
|
|
<h3>Flutter</h3>
|
|||
|
|
<p>[Also at 1st level, after you cast a spell of 1st-level or higher, you
|
|||
|
|
can teleport a short distance to an unoccupied space you can see. The
|
|||
|
|
maximum range of this teleportation is equal to 5 feet + 5 feet per
|
|||
|
|
level of the spell.]</p>
|
|||
|
|
<h3>Gift of Impermanence</h3>
|
|||
|
|
<p>[Starting at 6th level, once per round when you fail a saving throw
|
|||
|
|
against an effect that would cause you to become grappled,
|
|||
|
|
incapacitated, paralyzed, petrified, restrained, or stunned, you can
|
|||
|
|
spend 1 sorcery point, and reroll one d20 used in the saving throw.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>All Terrains</h3>
|
|||
|
|
<p>At 14th level, choose one of the following boons:</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>You ignore difficult terrain.</li>
|
|||
|
|
<li>[You ignore the effects of extreme heat, extreme cold, and high
|
|||
|
|
altitude.]</li>
|
|||
|
|
<li>You gain a swim speed equal to your Speed.</li>
|
|||
|
|
<li>[You can climb difficult surfaces, including upside down on
|
|||
|
|
ceilings, without needing to make an ability check.]</li>
|
|||
|
|
<li>[You can spend 1 sorcery point to gain a fly speed equal to your
|
|||
|
|
Speed for 1 hour.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<p>[When you finish a long rest, you can replace your active boon with a
|
|||
|
|
different boon from this list.]</p>
|
|||
|
|
<h3>Touch the Void</h3>
|
|||
|
|
<p>[At 18th level, you can spend 1 hour in meditation to cast
|
|||
|
|
]astral projection, dream, or etherealness[.
|
|||
|
|
Each of these spells is slightly different when cast using this feature,
|
|||
|
|
as described below:]</p>
|
|||
|
|
<p>Astral Projection.[ The spell requires no material
|
|||
|
|
components, but it only affects you.]</p>
|
|||
|
|
<p>Dream.[ You are the messenger in the dream, and while you
|
|||
|
|
are influencing the dream you are unaware of your surroundings.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Etherealness.[ When the spell ends, you reappear in the
|
|||
|
|
space you were in when you originally cast the spell.]</p>
|
|||
|
|
<p>[Once you have used this feature, you can't do so again until you finish
|
|||
|
|
a long rest.]</p>
|
|||
|
|
<h1>Sorcerer Spell List</h1>
|
|||
|
|
<p>As a sorcerer you can choose from the following spells.</p>
|
|||
|
|
<h2>Cantrips</h2>
|
|||
|
|
<p>Acid Splash (cjr): [Conjure a localized
|
|||
|
|
bubble of acid that splashes over creatures.]</p>
|
|||
|
|
<p>Altered Strike [(tra): Briefly transform your weapon or fist
|
|||
|
|
into another material and strike with it.]</p>
|
|||
|
|
<p>Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
|||
|
|
unarmed strikes.]</p>
|
|||
|
|
<p>Calculate [(div): Instantly know the answer to any
|
|||
|
|
mathematical equation.]</p>
|
|||
|
|
<p>Chill Touch [(nec): Attack with the chill of the grave,
|
|||
|
|
injuring and preventing healing.]</p>
|
|||
|
|
<p>Dancing Lights [(evo): Create up to four floating, magical
|
|||
|
|
lights.]</p>
|
|||
|
|
<p>Fire Bolt [(evo): Shoot a flame at a creature to deal fire
|
|||
|
|
damage.]</p>
|
|||
|
|
<p>Friends [(enc): Gain an expertise die on a Charisma
|
|||
|
|
check.]</p>
|
|||
|
|
<p>Light (evo): Enchant one object to emit light.</p>
|
|||
|
|
<p>Mage Hand (cjr): [Conjure a hand to
|
|||
|
|
manipulate small objects.]</p>
|
|||
|
|
<p>Mending [(tra): Perform simple repairs on an object.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Message [(tra): Send short messages to other creatures.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Minor Illusion (ill): [Create a small,
|
|||
|
|
limited illusion.]</p>
|
|||
|
|
<p>Pestilence (cjr): [Fill a 10-foot sphere with
|
|||
|
|
biting insects that damage creatures and some objects.]</p>
|
|||
|
|
<p>Prestidigitation [(tra): Perform various minor magical
|
|||
|
|
tricks.]</p>
|
|||
|
|
<p>Ray of Frost [(evo): Shoot a ray of cold damage that slows a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Shocking Grasp [(evo): Deal lightning damage to a creature
|
|||
|
|
within reach.]</p>
|
|||
|
|
<p>True Strike [(div): Gain advantage on attacks against a
|
|||
|
|
single creature.]</p>
|
|||
|
|
<h2>1st-Level</h2>
|
|||
|
|
<p>Arcane Riposte [(evo): Respond to a melee attack with a
|
|||
|
|
damaging blast of elemental magic.]</p>
|
|||
|
|
<p>Burning Hands [(evo): Shoot forth a sheet of flames from
|
|||
|
|
your hands, damaging creatures in a cone.]</p>
|
|||
|
|
<p>Charm Person [(enc): Force a humanoid to view you as a
|
|||
|
|
trusted friend for a short time.]</p>
|
|||
|
|
<p>Color Spray [(ill): Create a flash of brilliant colored
|
|||
|
|
light, blinding creatures in front of you.]</p>
|
|||
|
|
<p>Comprehend Languages [(div): Use magic to better interpret
|
|||
|
|
languages you don't understand.]</p>
|
|||
|
|
<p>Corpse Explosion [(evo): Make a corpse explode in a
|
|||
|
|
poisonous cloud.]</p>
|
|||
|
|
<p>Detect Magic [(div): Sense the presence and school of
|
|||
|
|
magical auras.]</p>
|
|||
|
|
<p>Disguise Self [(ill): Create an illusion that makes you
|
|||
|
|
appear like another humanoid.]</p>
|
|||
|
|
<p>Expeditious Retreat [(tra): Move much faster than
|
|||
|
|
normal.]</p>
|
|||
|
|
<p>False Life (nec): Gain temporary hit points.</p>
|
|||
|
|
<p>Feather Fall [(tra): Reduce or eliminate damage from
|
|||
|
|
falling.]</p>
|
|||
|
|
<p>Fog Cloud (cjr): [Create an area of fog.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Force Punch [(evo): Use a blast of magic to punch a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Grease (cjr): [Coat an area in grease, making
|
|||
|
|
it hard to move through.]</p>
|
|||
|
|
<p>Jump [(tra): Imbue a creature with astonishing leaping
|
|||
|
|
abilities.]</p>
|
|||
|
|
<p>Mage Armor (abj): Magically increase your AC.</p>
|
|||
|
|
<p>Magic Missile [(evo): Shoot bolts of arcane energy certain
|
|||
|
|
to hit one or more creatures.]</p>
|
|||
|
|
<p>Shield [(abj): Create a temporary barrier of arcane energy
|
|||
|
|
around yourself.]</p>
|
|||
|
|
<p>Silent Image [(ill): Create an illusion that can move but
|
|||
|
|
has no other sensory details.]</p>
|
|||
|
|
<p>Sleep [(enc): Cause enemies to fall into a magical
|
|||
|
|
slumber.]</p>
|
|||
|
|
<p>Thunderwave [(evo): Unleash a wave of thunderous force that
|
|||
|
|
damages creatures and pushes them back.]</p>
|
|||
|
|
<p>Wind Up [(evo): Magically ensure that your next melee attack
|
|||
|
|
strikes true.]</p>
|
|||
|
|
<h2>2nd-Level</h2>
|
|||
|
|
<p>Acid Arrow [(evo): Create a magical arrow that covers a
|
|||
|
|
creature or object in acid.]</p>
|
|||
|
|
<p>Alter Self (tra): Use magic to warp your body.</p>
|
|||
|
|
<p>Blindness/Deafness [(nec): Strike a creature blind or
|
|||
|
|
deaf.]</p>
|
|||
|
|
<p>Blur [(ill): Cloak yourself in distortion, imposing
|
|||
|
|
disadvantage on attacks against you.]</p>
|
|||
|
|
<p>Darkness [(evo): Shroud an area in magical darkness.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Darkvision [(tra): Grant a creature the ability to see in
|
|||
|
|
the dark.]</p>
|
|||
|
|
<p>Deadweight [(tra): Greatly increase the weight of an
|
|||
|
|
object.]</p>
|
|||
|
|
<p>Detect Thoughts [(div): Read the minds of nearby thinking
|
|||
|
|
creatures.]</p>
|
|||
|
|
<p>Enlarge/Reduce [(tra): Increase or decrease a creature's
|
|||
|
|
size.]</p>
|
|||
|
|
<p>Flex [(ill): Bestow a glamor upon a creature that highlights
|
|||
|
|
its physique to show a stunning idealized form.]</p>
|
|||
|
|
<p>Gust of Wind [(evo): Create a powerful gust of wind that
|
|||
|
|
disperses clouds and pushes creatures.]</p>
|
|||
|
|
<p>Hold Person (enc): Paralyze a humanoid.</p>
|
|||
|
|
<p>Invigorated Strikes [(tra): Increase the damage dealt by a
|
|||
|
|
creature's unarmed strikes and natural weapons.]</p>
|
|||
|
|
<p>Invisibility [(ill): Render a creature invisible so long as
|
|||
|
|
it does not attack or cast spells.]</p>
|
|||
|
|
<p>Knock (tra): Open a locked object.</p>
|
|||
|
|
<p>Lemure Transformation [(tra): Melt your body into a
|
|||
|
|
humanoid-shaped mass of liquid flesh.]</p>
|
|||
|
|
<p>Levitate [(tra): Cause one creature or object to float.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Mental Grip (cjr): [Conjure extensions of
|
|||
|
|
your own mental fortitude to keep your foes at bay.]</p>
|
|||
|
|
<p>Misty Step (cjr): [Teleport short distances
|
|||
|
|
in a puff of shimmering mist.]</p>
|
|||
|
|
<p>Protection from Energy [(abj): Grant a creature resistance
|
|||
|
|
to one damage type of your choice.]</p>
|
|||
|
|
<p>Scorching Ray [(evo): Shoot rays of fire damage able to
|
|||
|
|
target multiple creatures.]</p>
|
|||
|
|
<p>See Invisibility [(div): See invisible creatures and
|
|||
|
|
objects.]</p>
|
|||
|
|
<p>Shatter [(evo): Create a painful ringing sound that damages
|
|||
|
|
all creatures and objects in an area.]</p>
|
|||
|
|
<p>Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
|||
|
|
at up to three creatures.]</p>
|
|||
|
|
<p>Sleet Storm (cjr): [Conjure a magical storm
|
|||
|
|
of freezing rain and sleet that hampers creatures caught in it.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Soulwrought Fists [(tra): Harden a creature's hands with
|
|||
|
|
inner power, turning dexterous fingers into magical iron cudgels.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Spider Climb [(tra): Give a creature the ability to walk on
|
|||
|
|
walls or ceilings, hands free.]</p>
|
|||
|
|
<p>Suggestion [(enc): Magically influence a creature,
|
|||
|
|
compelling it to follow a simple suggestion.]</p>
|
|||
|
|
<p>Web (cjr): [Conjure a 20-foot-cube or
|
|||
|
|
5-foot-layer of sticky webbing that restrains creatures and is
|
|||
|
|
flammable.]</p>
|
|||
|
|
<h2>3rd-Level</h2>
|
|||
|
|
<p>Blink [(tra): Have a 50 percent chance of vanishing each
|
|||
|
|
turn to avoid being harmed.]</p>
|
|||
|
|
<p>Clairvoyance [(div): Create a sensor at a distance, allowing
|
|||
|
|
you to see or hear through it.]</p>
|
|||
|
|
<p>Counterspell [(abj): Interrupt another spellcaster as they
|
|||
|
|
cast a spell.]</p>
|
|||
|
|
<p>Crushing Haymaker [(evo): Deliver a devastating strike that
|
|||
|
|
deals thunder damage and lays your target low.]</p>
|
|||
|
|
<p>Darklight [(evo): Create a heatless flame that sheds light
|
|||
|
|
only you and creatures you choose can see.]</p>
|
|||
|
|
<p>Daylight [(evo): Fill an area with magical daylight.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Dispel Magic (abj): End ongoing magical effects.</p>
|
|||
|
|
<p>Fear [(ill): Frighten creatures in a cone-shaped area.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Fireball [(evo): Engulf an area in a blast of flame that
|
|||
|
|
deals 6d6 fire damage.]</p>
|
|||
|
|
<p>Fly (tra): Grant a creature the ability to fly.</p>
|
|||
|
|
<p>Gaseous Form [(tra): Make a creature insubstantial and able
|
|||
|
|
to fly.]</p>
|
|||
|
|
<p>Haste [(tra): Allow a creature to move and act more
|
|||
|
|
quickly.]</p>
|
|||
|
|
<p>Hypnotic Pattern [(ill): Create a beguiling pattern in the
|
|||
|
|
air that charms and incapacitates its viewers.]</p>
|
|||
|
|
<p>Lightning Bolt [(evo): Shoot lighting through multiple
|
|||
|
|
enemies.]</p>
|
|||
|
|
<p>Major Image [(ill): Create a large, realistic illusion.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Slow [(tra): Slow time for six creatures, making them
|
|||
|
|
sluggish and vulnerable.]</p>
|
|||
|
|
<p>Stinking Cloud (cjr): [Make a thick, noxious
|
|||
|
|
cloud that leaves foes retching and unable to act.]</p>
|
|||
|
|
<p>Tongues [(div): Understand any heard language and be
|
|||
|
|
understood by others you speak to.]</p>
|
|||
|
|
<p>Water Breathing [(tra): Grant up to 10 willing creatures the
|
|||
|
|
ability to breathe underwater for 24 hours.]</p>
|
|||
|
|
<p>Water Walk [(tra): Grant up to 10 willing creatures the
|
|||
|
|
ability to walk on liquid surfaces as if they were solid ground for 1
|
|||
|
|
hour.]</p>
|
|||
|
|
<p>Whirlwind Kick [(tra): Unleash a spinning kick that strikes
|
|||
|
|
creatures in a 60-foot line and carries you across the battlefield.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>4th-Level</h2>
|
|||
|
|
<p>Banishment [(abj): Send a creature to another plane.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Blight [(nec): Attack a creature by drawing the moisture
|
|||
|
|
from it, harming most and devastating plants.]</p>
|
|||
|
|
<p>Charm Monster [(enc): Make a creature view you as a trusted
|
|||
|
|
friend.]</p>
|
|||
|
|
<p>Confusion [(enc): Strike confusion into the minds of your
|
|||
|
|
enemies, making them act randomly.]</p>
|
|||
|
|
<p>Dimension Door (cjr): [Teleport yourself and
|
|||
|
|
one willing creature great distances.]</p>
|
|||
|
|
<p>Dominate Beast [(enc): Take over the mind of a beast.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Greater Invisibility [(ill): Turn a creature invisible even
|
|||
|
|
while it takes hostile actions.]</p>
|
|||
|
|
<p>Ice Storm [(evo): Batter an area with massive shards of
|
|||
|
|
ice.]</p>
|
|||
|
|
<p>Mindshield [(abj): Grant resistance to psychic damage and
|
|||
|
|
protection from charms and fear.]</p>
|
|||
|
|
<p>Polymorph [(tra): Temporarily transform a creature into
|
|||
|
|
another creature.]</p>
|
|||
|
|
<p>Stoneskin [(abj): Make a creature resistant to weapon
|
|||
|
|
damage.]</p>
|
|||
|
|
<p>Wall of Fire [(evo): Create a wall of fire in the shape of a
|
|||
|
|
line or circle that both obscures sight and deals fire damage.]</p>
|
|||
|
|
<h2>5th-Level</h2>
|
|||
|
|
<p>Animate Objects [(tra): Create constructs to smite
|
|||
|
|
foes.]</p>
|
|||
|
|
<p>Cloudkill (cjr): [Create a cloud of poisonous
|
|||
|
|
fog that obscures the area and damages creatures.]</p>
|
|||
|
|
<p>Cone of Cold [(evo): Create a blast of frigid air, dealing
|
|||
|
|
damage in a cone.]</p>
|
|||
|
|
<p>Creation [(ill): Create from shadow-stuff a physical object
|
|||
|
|
no larger than a 5-foot cube.]</p>
|
|||
|
|
<p>Dominate Person [(enc): Take over the mind of a
|
|||
|
|
humanoid.]</p>
|
|||
|
|
<p>Hold Monster (enc): Paralyze a creature.</p>
|
|||
|
|
<p>Insect Plague (cjr): [Summon a biting,
|
|||
|
|
stinging swarm of insects.]</p>
|
|||
|
|
<p>Seeming [(ill): Craft an illusory appearance for as many
|
|||
|
|
creatures as you choose.]</p>
|
|||
|
|
<p>Storm Kick [(tra): Travel across the battlefield to deliver
|
|||
|
|
a thunderous kick.]</p>
|
|||
|
|
<p>Telekinesis [(tra): Use the power of thought to move a
|
|||
|
|
creature or object.]</p>
|
|||
|
|
<p>Teleportation Circle (cjr): [Draw a circle
|
|||
|
|
and open a shimmering portal to another location.]</p>
|
|||
|
|
<p>Wall of Stone [(evo): Create a wall, bridge, or ramp of
|
|||
|
|
nonmagical stone.]</p>
|
|||
|
|
<p>Warrior's Instincts [(div): Sharpen your senses to
|
|||
|
|
anticipate incoming attacks and find weaknesses in the defenses of your
|
|||
|
|
foes.]</p>
|
|||
|
|
<h2>6th-Level</h2>
|
|||
|
|
<p>Chain Lightning [(evo): Fire a bolt of lightning that arcs
|
|||
|
|
to multiple foes.]</p>
|
|||
|
|
<p>Circle of Death [(nec): Suck the life force from an area,
|
|||
|
|
dealing necrotic damage in a large sphere.]</p>
|
|||
|
|
<p>Disintegrate [(tra): Use a magical ray to disintegrate a
|
|||
|
|
creature or object.]</p>
|
|||
|
|
<p>Eyebite [(nec): Use a gaze attack to curse creatures.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Globe of Invulnerability [(abj): Create a sphere protected
|
|||
|
|
from outside magic.]</p>
|
|||
|
|
<p>Mass Suggestion [(enc): Convince up to 12 creatures to carry
|
|||
|
|
out a simple instruction.]</p>
|
|||
|
|
<p>Move Earth [(tra): Bend the earth to create permanent
|
|||
|
|
changes to the terrain.]</p>
|
|||
|
|
<p>Sunbeam [(evo): A beam of sunlight damages and blinds
|
|||
|
|
creatures in its path each turn.]</p>
|
|||
|
|
<p>True Seeing [(div): Grant truesight to one creature,
|
|||
|
|
allowing it to notice secret doors hidden by magic and see into the
|
|||
|
|
Ethereal Plane.]</p>
|
|||
|
|
<p>Wormway [(enc): Call forth a purple worm that carries you
|
|||
|
|
and up to 50 creatures across a vast distance.]</p>
|
|||
|
|
<h2>7th-Level</h2>
|
|||
|
|
<p>Delayed Blast Fireball [(evo): Create a fiery explosion that
|
|||
|
|
deals more damage the longer it is held before release.]</p>
|
|||
|
|
<p>Enrage Architecture [(tra): Animate a building and make it
|
|||
|
|
lash out at its inhabitants and surroundings.]</p>
|
|||
|
|
<p>Etherealness (tra): Enter the border of the</p>
|
|||
|
|
<p>Ethereal Plane.</p>
|
|||
|
|
<p>Finger of Death [(nec): Wrack a creature with negative
|
|||
|
|
energy that deals 7d8+30 necrotic damage.]</p>
|
|||
|
|
<p>Inescapable Malady [(nec): Infect a creature with an arcane
|
|||
|
|
disease.]</p>
|
|||
|
|
<p>Plane Shift (cjr): [Transport yourself and
|
|||
|
|
allies to another plane of existence or banish an enemy there.]</p>
|
|||
|
|
<p>Prismatic Spray [(evo): Unleash a kaleidoscopic cone of
|
|||
|
|
energy that deals various types of damage and harmful effects.]</p>
|
|||
|
|
<p>Reverse Gravity [(tra): Reverse the gravity of a specific
|
|||
|
|
area.]</p>
|
|||
|
|
<p>Sporesight [(evo): Create a 50-foot-radius cloud of spores
|
|||
|
|
that allows you to see everything in the area.]</p>
|
|||
|
|
<p>Teleport (cjr): [Teleport one or more
|
|||
|
|
creatures instantly across vast distances.]</p>
|
|||
|
|
<p>Unholy Star (cjr): [Explode a meteor ripped
|
|||
|
|
from the sky into four fiery chunks that rain down unholy energies.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>8th-Level</h2>
|
|||
|
|
<p>Dominate Monster [(enc): Take over the mind of a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Earthquake [(evo): Shake the ground to damage creatures and
|
|||
|
|
structures.]</p>
|
|||
|
|
<p>Incendiary Cloud (cjr): [Create a roiling
|
|||
|
|
cloud of fire and ash that immolates all within it.]</p>
|
|||
|
|
<p>Power Word Stun [(enc): Stun a creature with a single
|
|||
|
|
word.]</p>
|
|||
|
|
<p>Sunburst [(evo): A burst of radiant sunlight damages and
|
|||
|
|
blinds creatures caught in its area.]</p>
|
|||
|
|
<h2>9th-Level</h2>
|
|||
|
|
<p>Gate (cjr): Create a portal to another plane.</p>
|
|||
|
|
<p>Meteor Swarm [(evo): Cause fiery spheres to fall from the
|
|||
|
|
sky for up to a mile.]</p>
|
|||
|
|
<p>Power Word Kill [(enc): Slay a creature with a single
|
|||
|
|
word.]</p>
|
|||
|
|
<p>Time Stop (tra): Stop time and take extra turns.</p>
|
|||
|
|
<p>Wish [(cjr): Duplicate any other spell regardless of
|
|||
|
|
requirements, choose from a list of other effects, or create your
|
|||
|
|
own---be careful.]</p>
|
|||
|
|
<h1>Warlock</h1>
|
|||
|
|
<p>TABLE: WARLOCK</p>
|
|||
|
|
<p>+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [L | [ | [ | [CAN | [S | [ | [ | [SE | [ |
|
|||
|
|
| EVEL] | PROF. | FEATU | TRIPS | PELLS | SPELL | SPELL | CRETS | INVO- |
|
|||
|
|
| {.c25 | BO | RES]{ | KN | KN | POI | LE | KN | CA |
|
|||
|
|
| . | NUS]{ | .c132 | OWN]{ | OWN]{ | NTS]{ | VEL]{ | OWN]{ | TIONS |
|
|||
|
|
| c132} | .c132 | .c25} | .c132 | .c132 | .c132 | .c132 | .c132 | KN |
|
|||
|
|
| | .c25} | | .c25} | .c25} | .c25} | .c25} | .c25} | OWN]{ |
|
|||
|
|
| | | | | | | | | .c132 |
|
|||
|
|
| | | | | | | | | .c25} |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [1st] | [+2] | [Wa | [2] | [2] | [2] | [1st] | [---] | [---] |
|
|||
|
|
| {.c13 | {.c13 | rlock | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | A | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | rchet | | | | | | |
|
|||
|
|
| | | ype,] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
| | | | | | | | | |
|
|||
|
|
| | | [Pact | | | | | | |
|
|||
|
|
| | | M | | | | | | |
|
|||
|
|
| | | agic, | | | | | | |
|
|||
|
|
| | | Eld | | | | | | |
|
|||
|
|
| | | ritch | | | | | | |
|
|||
|
|
| | | B | | | | | | |
|
|||
|
|
| | | last] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [2nd] | [+2] | [Eld | [2] | [3] | [4] | [1st] | [1] | [1] |
|
|||
|
|
| {.c13 | {.c13 | ritch | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | Inv | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | ocati | | | | | | |
|
|||
|
|
| | | ons,] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
| | | | | | | | | |
|
|||
|
|
| | | [Se | | | | | | |
|
|||
|
|
| | | crets | | | | | | |
|
|||
|
|
| | | of | | | | | | |
|
|||
|
|
| | | Ar | | | | | | |
|
|||
|
|
| | | cana] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [3rd] | [+2] | [Pact | [2] | [4] | [6] | [2nd] | [1] | [2] |
|
|||
|
|
| {.c13 | {.c13 | Boon] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [4th] | [+2] | [Ab | [3] | [5] | [8] | [2nd] | [1] | [2] |
|
|||
|
|
| {.c13 | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Imp | | | | | | |
|
|||
|
|
| | | rovem | | | | | | |
|
|||
|
|
| | | ent,] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
| | | | | | | | | |
|
|||
|
|
| | | [ | | | | | | |
|
|||
|
|
| | | Invoc | | | | | | |
|
|||
|
|
| | | ation | | | | | | |
|
|||
|
|
| | | of | | | | | | |
|
|||
|
|
| | | the | | | | | | |
|
|||
|
|
| | | C | | | | | | |
|
|||
|
|
| | | ourts | | | | | | |
|
|||
|
|
| | | (1)] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [5th] | [+3] | [ | [3] | [6] | [10] | [3rd] | [1] | [3] |
|
|||
|
|
| {.c13 | {.c13 | Extra | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | B | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | last] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [6th] | [+3] | [Arch | [3] | [7] | [11] | [3rd] | [1] | [3] |
|
|||
|
|
| {.c13 | {.c13 | etype | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | Feat | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | ure,] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
| | | | | | | | | |
|
|||
|
|
| | | [Eld | | | | | | |
|
|||
|
|
| | | ritch | | | | | | |
|
|||
|
|
| | | Evol | | | | | | |
|
|||
|
|
| | | ution | | | | | | |
|
|||
|
|
| | | (1)] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [7th] | [+3] | [---] | [3] | [8] | [12] | [4th] | [1] | [4] |
|
|||
|
|
| {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [8th] | [+3] | [Ab | [3] | [9] | [13] | [4th] | [2] | [4] |
|
|||
|
|
| {.c13 | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| | | Im | | | | | | |
|
|||
|
|
| | | prove | | | | | | |
|
|||
|
|
| | | ment] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [9th] | [+4] | [---] | [3] | [10] | [14] | [5th] | [2] | [5] |
|
|||
|
|
| {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+4] | [ | [4] | [11] | [17] | [5th] | [2] | [5] |
|
|||
|
|
| 10th] | {.c13 | Invoc | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | ation | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | of | | | | | | |
|
|||
|
|
| | | the | | | | | | |
|
|||
|
|
| | | C | | | | | | |
|
|||
|
|
| | | ourts | | | | | | |
|
|||
|
|
| | | (2), | | | | | | |
|
|||
|
|
| | | Arch | | | | | | |
|
|||
|
|
| | | etype | | | | | | |
|
|||
|
|
| | | Fea | | | | | | |
|
|||
|
|
| | | ture] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+4] | [---] | [4] | [11] | [21] | [5th] | [2] | [5] |
|
|||
|
|
| 11th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+4] | [Ab | [4] | [12] | [22] | [5th] | [2] | [6] |
|
|||
|
|
| 12th] | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | Imp | | | | | | |
|
|||
|
|
| | | rovem | | | | | | |
|
|||
|
|
| | | ent,] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
| | | | | | | | | |
|
|||
|
|
| | | [Eld | | | | | | |
|
|||
|
|
| | | ritch | | | | | | |
|
|||
|
|
| | | Evol | | | | | | |
|
|||
|
|
| | | ution | | | | | | |
|
|||
|
|
| | | (2)] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+5] | [---] | [4] | [12] | [24] | [5th] | [2] | [6] |
|
|||
|
|
| 13th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+5] | [Arch | [4] | [13] | [25] | [5th] | [3] | [6] |
|
|||
|
|
| 14th] | {.c13 | etype | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | Fea | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | ture] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+5] | [---] | [4] | [13] | [26] | [5th] | [3] | [7] |
|
|||
|
|
| 15th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+5] | [Ab | [4] | [14] | [27] | [5th] | [3] | [7] |
|
|||
|
|
| 16th] | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | Imp | | | | | | |
|
|||
|
|
| | | rovem | | | | | | |
|
|||
|
|
| | | ent,] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
| | | | | | | | | |
|
|||
|
|
| | | [ | | | | | | |
|
|||
|
|
| | | Invoc | | | | | | |
|
|||
|
|
| | | ation | | | | | | |
|
|||
|
|
| | | of | | | | | | |
|
|||
|
|
| | | the | | | | | | |
|
|||
|
|
| | | C | | | | | | |
|
|||
|
|
| | | ourts | | | | | | |
|
|||
|
|
| | | (3)] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+6] | [---] | [4] | [14] | [28] | [5th] | [3] | [7] |
|
|||
|
|
| 17th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+6] | [Eld | [4] | [15] | [29] | [5th] | [3] | [8] |
|
|||
|
|
| 18th] | {.c13 | ritch | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | Evol | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | ution | | | | | | |
|
|||
|
|
| | | (3)] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+6] | [Ab | [4] | [15] | [30] | [5th] | [3] | [8] |
|
|||
|
|
| 19th] | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | Im | | | | | | |
|
|||
|
|
| | | prove | | | | | | |
|
|||
|
|
| | | ment] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
|||
|
|
| [ | [+6] | [ | [4] | [16] | [31] | [5th] | [3] | [8] |
|
|||
|
|
| 20th] | {.c13 | Dread | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
|||
|
|
| | Th | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
|||
|
|
| .c7} | | aumat | | | | | | |
|
|||
|
|
| | | urge] | | | | | | |
|
|||
|
|
| | | {.c13 | | | | | | |
|
|||
|
|
| | | .c7} | | | | | | |
|
|||
|
|
+-------+-------+-------+-------+-------+-------+-------+-------+-------+</p>
|
|||
|
|
<h2></h2>
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d8 per warlock level</p>
|
|||
|
|
<p>Hit Points at 1st Level:[ 8 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels: [1d8 (or 5) + your
|
|||
|
|
Constitution modifier per warlock level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: Light armor</p>
|
|||
|
|
<p>Weapons: Simple weapons</p>
|
|||
|
|
<p>Tools: Game set (any)</p>
|
|||
|
|
<p>Saving Throws: Intelligence, Wisdom</p>
|
|||
|
|
<p>Skills: [Choose two skills from Arcana, Deception, History,
|
|||
|
|
Intimidation, Investigation, Nature, and Religion]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 110 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Heretical Scholar's Set (Cost 73 gp): [Dagger, sickle,
|
|||
|
|
padded cloth, grimoire arcane focus, scholar's pack]</li>
|
|||
|
|
<li>[Inconspicuous Civilian's Set (Cost 61 gp):]{.c15
|
|||
|
|
.c25}[ Quarterstaff, padded cloth, crystal arcane focus, dice set,
|
|||
|
|
explorer's pack, laudanum]</li>
|
|||
|
|
<li>Shadowy Scoundrel's Set (Cost 103 gp):[ 2 daggers,
|
|||
|
|
light crossbow and quiver with 20 bolts, padded leather, component
|
|||
|
|
pouch, dungeoneer's pack]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Warlock Archetype</h2>
|
|||
|
|
<p>[At 1st level, you have reached out to, stumbled upon, or otherwise
|
|||
|
|
crossed paths with a powerful entity beyond the ken of mortals, an
|
|||
|
|
otherworldly patron who sets you on the path of a Warlock Archetype.
|
|||
|
|
Your choice of archetype grants you an expanded spell list and
|
|||
|
|
additional features at 1st, 6th, 10th, and 14th level.]</p>
|
|||
|
|
<h2>Pact Magic</h2>
|
|||
|
|
<p>[With care, practice, and dedication you have learned to siphon and
|
|||
|
|
channel the otherworldly powers you've gained from your patron.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Cantrips</h3>
|
|||
|
|
<p>[You learn two warlock cantrips of your choice at 1st level and
|
|||
|
|
additional warlock cantrips at higher levels, as shown in the Cantrips
|
|||
|
|
Known column of the Warlock table. If you gain a bonus cantrip, it
|
|||
|
|
doesn't count against your cantrips known.]</p>
|
|||
|
|
<h3>Spell Points</h3>
|
|||
|
|
<p>[The Warlock table shows how many spell points you have. To cast one of
|
|||
|
|
your warlock spells of 1st-level or higher, you must spend a number of
|
|||
|
|
spell points dependent on the spell's level, as shown on the table
|
|||
|
|
below. You can also cast a spell you know at a higher spell level by
|
|||
|
|
expending the appropriate number of spell points. The maximum spell
|
|||
|
|
level you can cast is shown in the Spell Level column of the Warlock
|
|||
|
|
table. You regain all expended spell points when you finish a rest.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>TABLE: SPELL POINTS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL LEVEL SPELL POINTS
|
|||
|
|
1st 2
|
|||
|
|
2nd 3
|
|||
|
|
3rd 5
|
|||
|
|
4th 6
|
|||
|
|
5th 7</p>
|
|||
|
|
<hr />
|
|||
|
|
<h3>Spells Known of 1st-Level and Higher</h3>
|
|||
|
|
<p>[You know your choice of two 1st-level warlock spells, and you learn
|
|||
|
|
more according to the Spells Known column of the Warlock table. Each of
|
|||
|
|
these spells must be of a level that you are able to cast. For instance,
|
|||
|
|
when you reach 3rd level in this class, you can learn one new 1st- or
|
|||
|
|
2nd-level spell.]</p>
|
|||
|
|
<p>[Additionally, when you gain a warlock level, you can replace one
|
|||
|
|
warlock spell you know with another warlock spell, which also must be of
|
|||
|
|
a level you can cast.]</p>
|
|||
|
|
<p>[If you gain a bonus spell, it doesn't count against your spells
|
|||
|
|
known.]</p>
|
|||
|
|
<h3>Spellcasting Ability</h3>
|
|||
|
|
<p>[Choose Intelligence, Wisdom, or Charisma as your spellcasting ability.
|
|||
|
|
Once you make this choice, you can't change it. You use the chosen
|
|||
|
|
ability whenever a spell refers to your spellcasting ability. In
|
|||
|
|
addition, you use that ability modifier to set the saving throw DC for
|
|||
|
|
your warlock spells and spell attack rolls, as follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your chosen
|
|||
|
|
ability modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your
|
|||
|
|
chosen ability modifier]</p>
|
|||
|
|
<h3>Spellcasting Focus</h3>
|
|||
|
|
<p>[When casting a warlock spell, you can use an arcane focus as your
|
|||
|
|
spellcasting focus.]</p>
|
|||
|
|
<h2>Eldritch Blast</h2>
|
|||
|
|
<p>At 1st level, choose one of the following features.</p>
|
|||
|
|
<h3>Eldritch Disturbance</h3>
|
|||
|
|
<p>[You can use an action to strike a creature you can see within 60 feet
|
|||
|
|
with a reality-distorting curse, blending pain both mental and physical.
|
|||
|
|
The target makes a Wisdom saving throw, taking 1d10 force damage on a
|
|||
|
|
failure, or half damage on a success.]</p>
|
|||
|
|
<h3>Eldritch Ray</h3>
|
|||
|
|
<p>[You can use an action to create a deadly beam that strikes a creature
|
|||
|
|
within 120 feet. Make a ranged spell attack against the creature,
|
|||
|
|
dealing 1d10 force damage on a hit.]</p>
|
|||
|
|
<h3>Eldritch Scythe</h3>
|
|||
|
|
<p>[Once per turn when you would make a melee weapon attack as part of the
|
|||
|
|
Attack action or an opportunity attack, you can instead make a melee
|
|||
|
|
spell attack, lashing out with an ephemeral and unearthly blade. On hit,
|
|||
|
|
the target takes 1d8 force damage. In addition, you can choose a
|
|||
|
|
creature that you can see and that is within your reach. That creature
|
|||
|
|
takes half as much damage.]</p>
|
|||
|
|
<h3>Eldritch Whip</h3>
|
|||
|
|
<p>[You can use an action to thrash a creature with a scintillating tendril
|
|||
|
|
of arcane force. Make a melee spell attack against a creature within 15
|
|||
|
|
feet, dealing 1d6 force damage on a hit.]</p>
|
|||
|
|
<p>[At the end of your turn you gain temporary hit points equal to half the
|
|||
|
|
damage you dealt with Eldritch Whip this turn (minimum 1). These
|
|||
|
|
temporary hit points last until the end of your next turn. When you hit
|
|||
|
|
a creature with your Eldritch Whip and you already have temporary hit
|
|||
|
|
points, you can end the temporary hit points early to gain a bonus to
|
|||
|
|
the Eldritch Whip's damage roll equal to half the temporary hit points
|
|||
|
|
you ended early.]</p>
|
|||
|
|
<h2>Eldritch Invocations</h2>
|
|||
|
|
<p>[You gain an eldritch invocation of your choice at 2nd level and
|
|||
|
|
additional invocations at higher warlock levels, as shown in the
|
|||
|
|
Invocations Known column of the Warlock table.]</p>
|
|||
|
|
<p>[Additionally, when you gain a warlock level, you can replace one of the
|
|||
|
|
invocations you know with another invocation that you could learn at
|
|||
|
|
that level. If you gain a bonus invocation, it doesn't count against
|
|||
|
|
your Invocations known.]</p>
|
|||
|
|
<p>Extra Secrets of Arcana.[ Whenever you would learn a new
|
|||
|
|
invocation in this way, you can learn a secret of arcana instead.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Secrets of Arcana</h2>
|
|||
|
|
<p>[Also at 2nd level, you gain a secret of arcana of your choice. Your
|
|||
|
|
secrets are detailed at the end of the class description. The Secrets
|
|||
|
|
Known column of the Warlock table shows when you learn more secrets of
|
|||
|
|
arcana.]</p>
|
|||
|
|
<h2>Pact Boon</h2>
|
|||
|
|
<p>At 3rd level, choose one of the following features.</p>
|
|||
|
|
<h3>Pact of the Blade</h3>
|
|||
|
|
<p>[You can use your action to conjure in your empty hand an armament
|
|||
|
|
bestowed with power: a pact weapon. Choose any simple or martial weapon
|
|||
|
|
when you conjure your pact weapon. You are proficient with your pact
|
|||
|
|
weapon while you wield it, and you can use your spellcasting ability for
|
|||
|
|
attack and damage rolls with it. This weapon counts as magical for the
|
|||
|
|
purpose of overcoming resistance and immunity. Your pact weapon
|
|||
|
|
disappears if it is more than 5 feet away for 1 minute, if you die, if
|
|||
|
|
you use this feature again, or if you dismiss the weapon (no action
|
|||
|
|
required).]</p>
|
|||
|
|
<p>[By performing a 1-hour ritual while holding a magic weapon or rare
|
|||
|
|
weapon (but not an artifact or sentient weapon), you can transform it
|
|||
|
|
into your pact weapon. If this weapon has a bonus to attack or damage
|
|||
|
|
rolls, or if it deals bonus damage, you can apply these to your Eldritch
|
|||
|
|
Blast (a ranged weapon adds these bonuses to Eldritch Ray, and a melee
|
|||
|
|
weapon adds them to Eldritch Scythe; the weapon has no effect on
|
|||
|
|
Eldritch Disturbance or Eldritch Whip). The weapon disappears into an
|
|||
|
|
extradimensional space when not used, and it appears whenever you
|
|||
|
|
conjure your pact weapon. The weapon ceases being your pact weapon if
|
|||
|
|
you die, if you perform the ritual on a different weapon, or if you
|
|||
|
|
perform the ritual to break your bond to the weapon. The weapon is
|
|||
|
|
collected by your patron if the bond breaks while it is in the
|
|||
|
|
extradimensional space.]</p>
|
|||
|
|
<h3>Pact of the Chain</h3>
|
|||
|
|
<p>You learn the find familiar[ spell as a bonus spell, and
|
|||
|
|
you can cast it as a ritual. When you cast the spell, in addition to the
|
|||
|
|
normal forms you can choose, you can choose an imp, pseudodragon,
|
|||
|
|
quasit, sprite, or any Tiny creature of CR 1/2 or less. You can also opt
|
|||
|
|
for the spirit you call forth to be of the aberration, elemental, or
|
|||
|
|
undead type.]</p>
|
|||
|
|
<p>[When you take the Attack action, you can forgo one of your attacks to
|
|||
|
|
allow your familiar to make one attack using its reaction. Additionally,
|
|||
|
|
when you use Eldritch Scythe, you can choose to make the attack through
|
|||
|
|
your familiar as though you had cast a spell with a range of Touch.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Pact of the Tome</h3>
|
|||
|
|
<p>[You awaken to find a grimoire left in your pack by your patron: a Book
|
|||
|
|
of Shadows. Choose three bonus cantrips. While the book is in your
|
|||
|
|
possession, you know these cantrips and they are treated as warlock
|
|||
|
|
spells. If you lose your Book of Shadows, you can perform a 1-hour
|
|||
|
|
ritual to receive a replacement from your patron, destroying the
|
|||
|
|
previous book. The book is collected by your patron when you die.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Invocation of the Courts</h2>
|
|||
|
|
<p>[Also at 4th level, you gain a bonus invocation. Choose one invocation
|
|||
|
|
from the following list: Beguiling Influence, Courts of the Outer
|
|||
|
|
Realms, Eyes of the Runekeeper, Gaze of Two Minds, Mask of Many Faces,
|
|||
|
|
Ominous Tormentor, Psionic Secrecy, Spellbinding Contract, Voice of the
|
|||
|
|
Chain Master, Whispers of the Grave.]</p>
|
|||
|
|
<p>[You gain another bonus invocation at 10th level and again at 16th
|
|||
|
|
level. When you gain a level in this class, you can choose one of the
|
|||
|
|
bonus invocations you gained in this way and replace it with another
|
|||
|
|
bonus invocation from the list.]</p>
|
|||
|
|
<h2>Extra Blast</h2>
|
|||
|
|
<p>[Starting at 5th level, when you use Eldritch Ray, Eldritch Scythe, or
|
|||
|
|
Eldritch Whip as your action on your turn, you can attack twice instead
|
|||
|
|
of once, provided you make no weapon attacks. At 11th level you can make
|
|||
|
|
three attacks, and at 17th level you can make four attacks.]</p>
|
|||
|
|
<p>[In addition, your Eldritch Disturbance damage increases by 1d10 at 5th
|
|||
|
|
level, and again at 11th level and 17th level (to a maximum of
|
|||
|
|
4d10).]</p>
|
|||
|
|
<p>[These benefits are based on your warlock level, not your character
|
|||
|
|
level. This feature otherwise counts as Extra Attack (for the purpose of
|
|||
|
|
qualifying for feats, spell effects, and the like).]</p>
|
|||
|
|
<h2>Eldritch Evolution</h2>
|
|||
|
|
<p>[At 6th level, you gain a bonus invocation---one that represents your
|
|||
|
|
growth in the lethal lore behind Eldritch Blast. Choose one invocation
|
|||
|
|
from the following list: Agonizing Blast, Eldritch Bind, Eldritch
|
|||
|
|
Elementalism, Eldritch Grasp, Eldritch Prism, Eldritch Riposte, Eldritch
|
|||
|
|
Severance, Eldritch Spear, Eldritch Squall, Eldritch Tentacle, Repelling
|
|||
|
|
Blast, Versatile Blast.]</p>
|
|||
|
|
<p>[You gain another bonus invocation at 12th level and again at 18th
|
|||
|
|
level. When you gain a level in this class, you can choose one of the
|
|||
|
|
bonus invocations you gained in this way and replace it with another
|
|||
|
|
bonus invocation from the list.]</p>
|
|||
|
|
<h2>Dread Thaumaturge</h2>
|
|||
|
|
<p>[At 20th level, you have learned all you can from your patron. You gain
|
|||
|
|
the following abilities.]</p>
|
|||
|
|
<h3>Aura of Anathema</h3>
|
|||
|
|
<p>[Creatures you choose gain vulnerability to necrotic damage while within
|
|||
|
|
120 feet of you. A creature with resistance to necrotic damage instead
|
|||
|
|
loses its resistance, and a creature immune to necrotic damage instead
|
|||
|
|
replaces that immunity with resistance.]</p>
|
|||
|
|
<p>[Whenever you finish a long rest, you can choose a different damage type
|
|||
|
|
for your aura.]</p>
|
|||
|
|
<h3>Highest Arcanum</h3>
|
|||
|
|
<p>[You learn an ultimate exploit in the laws of magic. Choose one of the
|
|||
|
|
following:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Once between rests, you can cast plane shift[ without
|
|||
|
|
material components.]</li>
|
|||
|
|
<li>You are under the constant effects of the [foresight
|
|||
|
|
][spell. This effect can't be detected or dispelled by any
|
|||
|
|
means short of a ]wish spell.</li>
|
|||
|
|
<li>[You can spend 1 minute in arcane contemplation to regain all
|
|||
|
|
expended spell points. Once you have used this feature, you must
|
|||
|
|
finish a long rest before you can do so again.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h1>Eldritch Invocations</h1>
|
|||
|
|
<p>[Some eldritch invocations have prerequisites, which you must meet to
|
|||
|
|
learn the invocation. A level prerequisite refers to your warlock
|
|||
|
|
level.]</p>
|
|||
|
|
<h2>Agonizing Blast</h2>
|
|||
|
|
<p>[When you use your Eldritch Blast, you deal extra damage equal to your
|
|||
|
|
spellcasting ability modifier (minimum +1).]</p>
|
|||
|
|
<h2>Arcane Appropriation</h2>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[When you use a magic item, you ignore any requirements related to
|
|||
|
|
class, culture, heritage, or level.]</p>
|
|||
|
|
<h2>Armor of Shadows</h2>
|
|||
|
|
<p>You are under the constant effects of the [mage
|
|||
|
|
armor][ spell. This effect does not radiate a magical aura.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Beguiling Influence</h2>
|
|||
|
|
<p>[You gain proficiency in Deception and Persuasion. If you are already
|
|||
|
|
proficient in either of these skills, you instead gain an expertise die
|
|||
|
|
that skill.]</p>
|
|||
|
|
<h2>Chains of Tartarus</h2>
|
|||
|
|
<p>Prerequisite: 15th level, Pact of the Chain feature</p>
|
|||
|
|
<p>You can cast hold monster[ on a celestial, elemental, or
|
|||
|
|
fiend without material components and without expending spell points.
|
|||
|
|
Once you've used this invocation to cast ]hold monster [on
|
|||
|
|
a creature, you can't cast the spell on that creature again until you
|
|||
|
|
finish a long rest.]</p>
|
|||
|
|
<h2>Cosmic Armory</h2>
|
|||
|
|
<p>Prerequisite: 17th level</p>
|
|||
|
|
<p>[Your patron bestows you with a magic item worth up to 25,000 gp. Your
|
|||
|
|
patron collects this item if you die or lose this invocation.]</p>
|
|||
|
|
<h2>Courts of the Outer Realms</h2>
|
|||
|
|
<p>[Choose one creature type from the following: aberration, celestial,
|
|||
|
|
elemental, fey, fiend, or undead. You are familiar with the intricacies
|
|||
|
|
of society and politics among those creatures, and you have advantage on
|
|||
|
|
checks made to interact with them or recall lore about them.]</p>
|
|||
|
|
<p>[Additionally, you gain proficiency in your choice of either Arcana,
|
|||
|
|
Culture, History, or Religion. If you are already proficient in the
|
|||
|
|
chosen skill, you instead gain an expertise die.]</p>
|
|||
|
|
<h2>Deep Patronage</h2>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[Choose an additional patron expanded spell list. You learn all the
|
|||
|
|
spells on that spell list as bonus spells.]</p>
|
|||
|
|
<h2>Dreadful Word</h2>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>You learn the confusion[ spell as a bonus spell.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Eighth Arcanum</h2>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>[You learn an 8th-level warlock spell. Once between long rests, you can
|
|||
|
|
cast that spell without expending spell points.]</p>
|
|||
|
|
<h2>Eldritch Bind</h2>
|
|||
|
|
<p>Prerequisite: 7th level, Eldritch Whip feature</p>
|
|||
|
|
<p>[When you hit a creature with your Eldritch Whip, you can force it to
|
|||
|
|
make a Constitution saving throw or be paralyzed for 1 minute. At the
|
|||
|
|
end of each of its turns, the creature can repeat the saving throw,
|
|||
|
|
ending the effect on a success.]</p>
|
|||
|
|
<p>[Once you use this feature, you can't do so again until you finish a
|
|||
|
|
rest. You also regain the use of this feature after you've spent a total
|
|||
|
|
of 5 spell points to cast a spell or use other warlock features.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Eldritch Elementalism</h2>
|
|||
|
|
<p>[When you use your Eldritch Blast, you can spend 1 spell point to choose
|
|||
|
|
acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or
|
|||
|
|
thunder damage. Until you finish a rest, your Eldritch Blast deals your
|
|||
|
|
choice of force damage or the chosen damage type.]</p>
|
|||
|
|
<h2>Eldritch Grasp</h2>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>[When you hit a Large or smaller creature with your Eldritch Blast or
|
|||
|
|
when a Large or smaller creature fails its saving throw against it, you
|
|||
|
|
can attempt to grapple the creature, using your spell save DC instead of
|
|||
|
|
your maneuver DC. The grapple ends automatically if the creature is ever
|
|||
|
|
beyond your Eldritch Blast range or if you attempt to grapple another
|
|||
|
|
creature.]</p>
|
|||
|
|
<h2>Eldritch Prism</h2>
|
|||
|
|
<p>Prerequisite: 7th level, Eldritch Disturbance feature</p>
|
|||
|
|
<p>[You can use an action to unleash your Eldritch Blast in a 20-foot cube
|
|||
|
|
within 60 feet. Each creature in the area makes a Wisdom saving throw,
|
|||
|
|
taking force damage equal to 1d10 × your proficiency bonus on a failure,
|
|||
|
|
or half damage on a success.]</p>
|
|||
|
|
<p>[Once you use this feature, you must finish a rest before you can do so
|
|||
|
|
again. You also regain the use of this feature after you've spent a
|
|||
|
|
total of 5 spell points to cast a spell or use other features.]</p>
|
|||
|
|
<h2>Eldritch Riposte</h2>
|
|||
|
|
<p>Prerequisite: Eldritch Disturbance or Eldritch Ray feature</p>
|
|||
|
|
<p>[When a creature you can see within 30 feet deals damage to you, you can
|
|||
|
|
use your reaction and expend spell points up to your proficiency bonus.
|
|||
|
|
If you do, you can use your Eldritch Disturbance or Eldritch Ray against
|
|||
|
|
the creature. Instead of the normal damage, you deal 1d10 force damage
|
|||
|
|
for every 1 spell point you expended to use this feature.]</p>
|
|||
|
|
<h2>Eldritch Severance</h2>
|
|||
|
|
<p>Prerequisite: 7th level, Eldritch Scythe feature</p>
|
|||
|
|
<p>[You can use an action to unleash your Eldritch Blast in a 60-foot line
|
|||
|
|
that is 5 feet wide. Each creature in the area makes a Dexterity saving
|
|||
|
|
throw, taking force damage equal to 1d10 x your proficiency bonus on a
|
|||
|
|
failure, or half damage on a success.]</p>
|
|||
|
|
<p>[Once you use this feature, you must finish a rest before you can do so
|
|||
|
|
again. You also regain the use of this feature after you've spent a
|
|||
|
|
total of 5 spell points to cast a spell or use other features.]</p>
|
|||
|
|
<h2>Eldritch Spear</h2>
|
|||
|
|
<p>Prerequisite: Eldritch Ray feature</p>
|
|||
|
|
<p>The range of your Eldritch Ray increases to 300 feet.</p>
|
|||
|
|
<h2>Eldritch Squall</h2>
|
|||
|
|
<p>Prerequisite: 7th level, Eldritch Ray feature</p>
|
|||
|
|
<p>[You can use an action to unleash your Eldritch Blast in a 30-foot cone.
|
|||
|
|
Each creature in the area makes a Dexterity saving throw, taking force
|
|||
|
|
damage equal to 1d10 × your proficiency bonus on a failure, or half
|
|||
|
|
damage on a success.]</p>
|
|||
|
|
<p>[Once you use this feature, you must finish a rest before you can do so
|
|||
|
|
again. You also regain the use of this feature after you've spent a
|
|||
|
|
total of 5 spell points to cast a spell or use other features.]</p>
|
|||
|
|
<h2>Eldritch Tentacle</h2>
|
|||
|
|
<p>[When you hit a creature with your Eldritch Blast, or when a creature
|
|||
|
|
fails its saving throw against it, you can pull the creature up to 10
|
|||
|
|
feet straight toward you.]</p>
|
|||
|
|
<h2>Eldritch Warrior</h2>
|
|||
|
|
<p>You gain proficiency with medium armor and martial weapons.</p>
|
|||
|
|
<h2>Entity of Myth</h2>
|
|||
|
|
<p>Prerequisite: 17th level</p>
|
|||
|
|
<p>[You gain resistance to bludgeoning, piercing, and slashing damage from
|
|||
|
|
nonmagical weapons that aren't made of cold iron.]</p>
|
|||
|
|
<h2>Eyes of the Rune Keeper</h2>
|
|||
|
|
<p>You can read writing in any language.</p>
|
|||
|
|
<h2>Fiendish Vigor</h2>
|
|||
|
|
<p>You learn the false life[ spell as a bonus spell. When
|
|||
|
|
you cast it on yourself as a 1st-level spell, you can do so without
|
|||
|
|
material components and without expending spell points.]</p>
|
|||
|
|
<h2>Fog Dance</h2>
|
|||
|
|
<p>Prerequisite: 13th level, Spellbound archetype</p>
|
|||
|
|
<p>You can cast misty step[ without expending spell points,
|
|||
|
|
and if you don't otherwise move on your turn you can cast it without
|
|||
|
|
using a bonus action.]</p>
|
|||
|
|
<h2>Frog Fangs</h2>
|
|||
|
|
<p>Prerequisite: Pact of the Chain feature</p>
|
|||
|
|
<p>[Your familiar can take the Attack action. Attacks made by or delivered
|
|||
|
|
through your familiar use your spell attack bonus and deal extra force
|
|||
|
|
damage equal to your proficiency bonus.]</p>
|
|||
|
|
<h2>Gaze of Two Minds</h2>
|
|||
|
|
<p>[You can use your action to touch a willing humanoid and perceive
|
|||
|
|
through its senses (including any special senses). On subsequent turns
|
|||
|
|
you can use a bonus action to maintain this connection. The connection
|
|||
|
|
ends if you finish your turn without spending your action to create the
|
|||
|
|
connection or a bonus action to maintain it. While perceiving through
|
|||
|
|
the other creature's senses, you can't perceive through your own
|
|||
|
|
senses.]</p>
|
|||
|
|
<h2>Lifedrinker</h2>
|
|||
|
|
<p>Prerequisite: Pact of the Blade feature</p>
|
|||
|
|
<p>[When you hit a creature with your pact weapon, you deal extra necrotic
|
|||
|
|
damage equal to your spellcasting ability modifier (minimum +1).]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Mask of Many Faces</h2>
|
|||
|
|
<p>You can cast disguise self[ without expending spell
|
|||
|
|
points.]</p>
|
|||
|
|
<h2>Minions of the Multiverse</h2>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>[When you choose this invocation, choose one spell of the summoning
|
|||
|
|
school from any spell list, up to a spell level that you are capable of
|
|||
|
|
casting (maximum of 5th-level). Once per long rest, you can cast this
|
|||
|
|
spell by expending an appropriate number of spell points (see Table:
|
|||
|
|
Spell Points).]</p>
|
|||
|
|
<h2>Mire the Mind</h2>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>Once per long rest, you can cast slow [by expending 5
|
|||
|
|
spell points.]</p>
|
|||
|
|
<h2>Misty Visions</h2>
|
|||
|
|
<p>You can cast silent image[ without material components
|
|||
|
|
and without expending spell points.]</p>
|
|||
|
|
<h2>Noxious Invigoration</h2>
|
|||
|
|
<p>[Whenever you gain temporary hit points, increase the temporary hit
|
|||
|
|
points you gain by an amount equal to your proficiency bonus.]</p>
|
|||
|
|
<h2>Ominous Tormentor</h2>
|
|||
|
|
<p>[You gain proficiency in Insight and Intimidation. If you are already
|
|||
|
|
proficient in either of these skills, you instead gain an expertise die
|
|||
|
|
in that skill.]</p>
|
|||
|
|
<h2>Overclocked Concentration</h2>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>[You can maintain concentration on two spells simultaneously. Their
|
|||
|
|
cumulative spell level can't be higher than 5th-level. You roll once for
|
|||
|
|
concentration checks, as if you were concentrating on a single spell,
|
|||
|
|
and both spells end if you lose concentration.]</p>
|
|||
|
|
<h2>Pactkeeper's Reward</h2>
|
|||
|
|
<p>Prerequisite: 13th level</p>
|
|||
|
|
<p>You gain an additional Pact Boon of your choice.</p>
|
|||
|
|
<h2>Patron Token</h2>
|
|||
|
|
<p>[Your patron gifts you with a patron token. You can't sell your patron
|
|||
|
|
token, and if you lose it you discover it on your person the next time
|
|||
|
|
you finish a long rest. Once your token is consumed, your patron
|
|||
|
|
replaces it, and you find it on your person the next time you finish a
|
|||
|
|
long rest.]</p>
|
|||
|
|
<h2>Penultimate Arcanum</h2>
|
|||
|
|
<p>Prerequisite: 17th level</p>
|
|||
|
|
<p>[You learn a 9th-level warlock spell.Once between long rests, you can
|
|||
|
|
cast that spell without expending spell points.]</p>
|
|||
|
|
<h2>Potent Witchcraft</h2>
|
|||
|
|
<p>[Your warlock cantrips deal extra damage equal to your spellcasting
|
|||
|
|
ability modifier (minimum +1).]</p>
|
|||
|
|
<h2>Psionic Secrecy</h2>
|
|||
|
|
<p>Prerequisite: 11th level, Alienist archetype</p>
|
|||
|
|
<p>[When you cast a warlock spell, you can do so psionically, without the
|
|||
|
|
need for seen or vocalized components. You can use this feature a number
|
|||
|
|
of times equal to your spellcasting ability modifier (minimum one),
|
|||
|
|
regaining all expended uses when you finish a long rest.]</p>
|
|||
|
|
<h2>Reanimator</h2>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>Once per long rest, you can cast animate dead [by
|
|||
|
|
expending 5 spell points. You can instead cast it as 4th-level spell by
|
|||
|
|
spending 6 spell points, or as a 5th-level spell by spending 7 spell
|
|||
|
|
points.]</p>
|
|||
|
|
<h2>Repelling Blast</h2>
|
|||
|
|
<p>[When you hit a creature with your Eldritch Blast, or when a creature
|
|||
|
|
fails its saving throw against it, you can push the creature up to 10
|
|||
|
|
feet directly away from you.]</p>
|
|||
|
|
<h2>Sculptor of Flesh</h2>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>Once per long rest, you can cast polymorph [by expending
|
|||
|
|
6 spell points.]</p>
|
|||
|
|
<h2>Seething Aura</h2>
|
|||
|
|
<p>Prerequisite: 15h level</p>
|
|||
|
|
<p>[Choose one of the following damage types: cold, fire, lightning,
|
|||
|
|
necrotic, psychic, radiant. Whenever you expend spell points, you can
|
|||
|
|
choose to unleash energy that deals an equal amount of damage of the
|
|||
|
|
chosen type to creatures you choose within 15 feet.]</p>
|
|||
|
|
<h2>Seventh Arcanum</h2>
|
|||
|
|
<p>Prerequisite: 13th level</p>
|
|||
|
|
<p>[You learn a 7th-level warlock spell.Once between long rests, you can
|
|||
|
|
cast that spell without expending spell points.]</p>
|
|||
|
|
<h2>Sixth Arcanum</h2>
|
|||
|
|
<p>Prerequisite: 11th level</p>
|
|||
|
|
<p>[You learn a 6th-level warlock spell. Once between long rests, you can
|
|||
|
|
cast that spell without expending spell points.]</p>
|
|||
|
|
<h2>Sign of Ill Omen</h2>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>You learn bestow curse as a bonus spell.</p>
|
|||
|
|
<h2>Spellbinding Contract</h2>
|
|||
|
|
<p>Prerequisite: 9th level</p>
|
|||
|
|
<p>Once per long rest, you can cast geas[ by spending 7
|
|||
|
|
spell points.]</p>
|
|||
|
|
<p>If the command of the geas [is the stipulation of an
|
|||
|
|
agreement to which the target consents, the target automatically fails
|
|||
|
|
its saving throw against this spell.]</p>
|
|||
|
|
<h2>Thief of Five Fates</h2>
|
|||
|
|
<p>You learn bane as a bonus spell.</p>
|
|||
|
|
<h2>Tines of Wyrd</h2>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>[When you fail a saving throw, you can expend 5 spell points to reroll
|
|||
|
|
the save and take the second result.]</p>
|
|||
|
|
<h2>Thirsting Blade</h2>
|
|||
|
|
<p>Prerequisite: 5th level, Pact of the Blade feature</p>
|
|||
|
|
<p>[When you take the Attack action on your turn, you can attack with your
|
|||
|
|
pact weapon twice instead of once.]</p>
|
|||
|
|
<h2>Versatile Blast</h2>
|
|||
|
|
<p>You gain an additional Eldritch Blast feature of your choice.</p>
|
|||
|
|
<p>[You can take this invocation a second and third time, gaining a new
|
|||
|
|
Eldritch Blast feature each time.]</p>
|
|||
|
|
<h2>Voice of the Chain Master</h2>
|
|||
|
|
<p>Prerequisite: Pact of the Chain feature</p>
|
|||
|
|
<p>[So long as you are on the same plane of existence, you can communicate
|
|||
|
|
telepathically with your familiar, perceive through your familiar's
|
|||
|
|
senses, and speak through your familiar in your own voice (even if your
|
|||
|
|
familiar is normally unable to speak).]</p>
|
|||
|
|
<h2>Whispers of the Grave</h2>
|
|||
|
|
<p>Prerequisite: 9th level</p>
|
|||
|
|
<p>You can cast speak with dead[ without expending spell
|
|||
|
|
points.]</p>
|
|||
|
|
<h2>Wicked Youth</h2>
|
|||
|
|
<p>Prerequisite: 15th level, Diabolist archetype</p>
|
|||
|
|
<p>[You are immune to necrotic damage and disease, and you can't be
|
|||
|
|
magically aged. When you kill a creature, you can either reduce your
|
|||
|
|
apparent age or extend your lifespan by a number of years equal to the
|
|||
|
|
creature's CR. When you would die of old age, you instead become undead,
|
|||
|
|
gaining the skeleton or zombie template with no changes to your ability
|
|||
|
|
scores.]</p>
|
|||
|
|
<h2>Witch Sight</h2>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>[If you can see a creature within 30 feet of you, you can see its true
|
|||
|
|
form even if it is a shapechanger or concealed by illusion or
|
|||
|
|
transmutation magic.]</p>
|
|||
|
|
<h2>Writhing Void</h2>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>You learn black tentacles as a bonus spell.</p>
|
|||
|
|
<h2>Secrets of Arcana</h2>
|
|||
|
|
<p>[When you gain access to a new secret of arcana, choose one of the
|
|||
|
|
following.]</p>
|
|||
|
|
<h3>Ascendant Step</h3>
|
|||
|
|
<p>Prerequisite: 9th level</p>
|
|||
|
|
<p>You can cast levitate [on yourself without material
|
|||
|
|
components and without expending spell points.]</p>
|
|||
|
|
<h3>Beast Speech</h3>
|
|||
|
|
<p>You are under the constant effects of the [speak with
|
|||
|
|
animals][ spell. This effect does not radiate a magical aura.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Book of Ancient Secrets</h3>
|
|||
|
|
<p>Prerequisite: Pact of the Tome feature</p>
|
|||
|
|
<p>[Choose two 1st-level spells that can be cast as a ritual. The spells
|
|||
|
|
appear in your Book of Shadows as bonus spells. While the book is in
|
|||
|
|
your possession, this feature grants you the ability to cast these
|
|||
|
|
spells, but only as rituals. You can also cast any other warlock spell
|
|||
|
|
you know as a ritual if it can be cast as a ritual.]</p>
|
|||
|
|
<p>[When you find a spell with the ritual tag, if the spell's level is
|
|||
|
|
equal to or less than half your warlock level (rounded up), you can
|
|||
|
|
transcribe it into your Book of Shadows; doing so costs 50 gp and 2
|
|||
|
|
hours per spell level.]</p>
|
|||
|
|
<h3>Devil's Sight</h3>
|
|||
|
|
<p>[You can see normally in all types of darkness (including magical) to a
|
|||
|
|
distance of 120 feet.]</p>
|
|||
|
|
<h3>Eldritch Sight</h3>
|
|||
|
|
<p>You can cast detect magic[ without expending spell
|
|||
|
|
points.]</p>
|
|||
|
|
<h3>Inscrutability</h3>
|
|||
|
|
<p>Prerequisite: 13th level</p>
|
|||
|
|
<p>You are under the constant effects of the [nondetection
|
|||
|
|
]spell.</p>
|
|||
|
|
<h3>Master of Myriad Forms</h3>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>You can cast alter self[ without expending spell
|
|||
|
|
points.]</p>
|
|||
|
|
<h3>Mirror, Mirror</h3>
|
|||
|
|
<p>Prerequisite: 3rd level</p>
|
|||
|
|
<p>[Using a reflective object, such as an ordinary mirror or the smooth
|
|||
|
|
surface of water, you can commune with your patron or their emissary.
|
|||
|
|
You can do so during a short or long rest, receiving or conveying
|
|||
|
|
information related to your master's bidding. Your patron can also use
|
|||
|
|
such surfaces to communicate with you on its own terms.]</p>
|
|||
|
|
<p>In addition, you can cast augury[ without expending spell
|
|||
|
|
points once per long rest. Casting the spell in this way does not
|
|||
|
|
require material components, but you need a reflective surface by which
|
|||
|
|
your patron might appear to you.]</p>
|
|||
|
|
<h3>One with Shadows</h3>
|
|||
|
|
<p>Prerequisite: 5th level</p>
|
|||
|
|
<p>[You can use an action to become invisible while you are in an area of
|
|||
|
|
dim light or darkness. You remain invisible until you move, take an
|
|||
|
|
action, or use your reaction.]</p>
|
|||
|
|
<h3>Otherworldly Leap</h3>
|
|||
|
|
<p>You are under the constant effects of the jump [spell.
|
|||
|
|
This effect does not radiate a magical aura.]</p>
|
|||
|
|
<h3>Portents and Portals</h3>
|
|||
|
|
<p>[You automatically know when you are within 1 mile of a portal or
|
|||
|
|
gateway to another plane, even if it is inactive or malfunctioning (but
|
|||
|
|
not destroyed).]</p>
|
|||
|
|
<p>[You have advantage on checks made to locate this portal, and you gain
|
|||
|
|
an expertise die on checks you make to stabilize, activate, or open
|
|||
|
|
it.]</p>
|
|||
|
|
<h3>Shadowveil</h3>
|
|||
|
|
<p>Prerequisite: 15th level</p>
|
|||
|
|
<p>You can cast invisibility [without expending spell
|
|||
|
|
points.]</p>
|
|||
|
|
<h3>Visions of Distant Realms</h3>
|
|||
|
|
<p>Prerequisite: 7th level</p>
|
|||
|
|
<p>Once per long rest, you can cast arcane eye[ without
|
|||
|
|
expending spell points. At 15th level, you can instead cast
|
|||
|
|
]arcane eye at will.</p>
|
|||
|
|
<h3>Whiff of the Beyond</h3>
|
|||
|
|
<p>[You automatically know if an aberration, celestial, elemental, fey,
|
|||
|
|
fiend, or undead creature has been in a space within 30 feet of you
|
|||
|
|
within the past 24 hours, though not which type of creature triggered
|
|||
|
|
this invocation.]</p>
|
|||
|
|
<p>[Additionally, you gain an expertise die on Perception checks, and you
|
|||
|
|
have advantage on checks made to track these creatures.]</p>
|
|||
|
|
<h1>Warlock Archetypes</h1>
|
|||
|
|
<h3>Expanded Spell List</h3>
|
|||
|
|
<p>[When you choose an archetype, you also choose an expanded spell list
|
|||
|
|
your patron grants you access to. Choose one patron expanded spell list.
|
|||
|
|
These spells count as warlock spells for you.]</p>
|
|||
|
|
<p>[The enigmatic and often horrifying patrons of the Alienist convey the
|
|||
|
|
secrets of psionics and the stars. Some also teach about the darkness
|
|||
|
|
between stars.]</p>
|
|||
|
|
<p>[The patrons of the Diabolist---often portrayed as demons, devils, and
|
|||
|
|
the shadow of the inner self---often grant spells of darkness and
|
|||
|
|
fire.]</p>
|
|||
|
|
<p>[Faeries instruct their Spellbound on capricious spells related to
|
|||
|
|
bewilderment and mobility. The spiteful fey of the Unseelie Court also
|
|||
|
|
adore spells of darkness, and fairies who guard natural landforms might
|
|||
|
|
specialize in a given element like fire.]</p>
|
|||
|
|
<p>TABLE: BEWILDERMENT EXPANDED SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL LEVEL SPELLS
|
|||
|
|
1st color spray, sleep
|
|||
|
|
2nd levitate, seed bomb
|
|||
|
|
3rd glyph of warding, wind wall
|
|||
|
|
4th confusion, polymorph
|
|||
|
|
5th insect plague, mislead</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: DARKNESS EXPANDED SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL LEVEL SPELLS
|
|||
|
|
1st detect poison and disease, inflict wounds
|
|||
|
|
2nd acid arrow, blindness/deafness
|
|||
|
|
3rd bestow curse, phantom steed
|
|||
|
|
4th black tentacles, blight
|
|||
|
|
5th cloudkill, contagion</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: FIRE EXPANDED SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL LEVEL SPELLS
|
|||
|
|
1st burning hands, fog cloud (appears as smoke)
|
|||
|
|
2nd flaming sphere, scorching ray
|
|||
|
|
3rd darklight, fireball
|
|||
|
|
4th fire shield, wall of fire
|
|||
|
|
5th conjure elemental (fire only), flame strike</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: MOBILITY EXPANDED SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL LEVEL SPELLS
|
|||
|
|
1st feather fall, thunderwave
|
|||
|
|
2nd blur, deadweight
|
|||
|
|
3rd blink, whirlwind kick
|
|||
|
|
4th freedom of movement, greater invisibility
|
|||
|
|
5th storm kick, tree stride</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: PSIONICS EXPANDED SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL LEVEL SPELLS
|
|||
|
|
1st command, dramatic sting
|
|||
|
|
2nd detect thoughts, enthrall
|
|||
|
|
3rd nondetection, sending
|
|||
|
|
4th dominate beast, resilient sphere
|
|||
|
|
5th dominate person, modify memory</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: STARS EXPANDED SPELLS</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>SPELL LEVEL SPELLS
|
|||
|
|
1st bane, guiding bolt
|
|||
|
|
2nd moonbeam, silence
|
|||
|
|
3rd aspect of the moon, daylight
|
|||
|
|
4th accelerando, locate creature
|
|||
|
|
5th antilife shell, wall of force</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2>Alienist</h2>
|
|||
|
|
<h3>Starstruck</h3>
|
|||
|
|
<p>[When you take this archetype at 1st level, choose one of the
|
|||
|
|
following:]</p>
|
|||
|
|
<h4>Alien Curse</h4>
|
|||
|
|
<p>[Once per rest, you can use a bonus action to place a curse on a
|
|||
|
|
creature you can see within 30 feet. The curse lasts for 1 minute, and
|
|||
|
|
it ends early if the target dies, you die, or you become incapacitated.
|
|||
|
|
The curse has the following effects:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[When you deal damage to the cursed creature, it takes an additional
|
|||
|
|
1d4 psychic damage. This additional damage increases by 1d4 at 10th
|
|||
|
|
level, and again at 15th and 20th level.]</li>
|
|||
|
|
<li>[You gain a pool of beyond dice, which begins empty. Each beyond die
|
|||
|
|
represents a sliver of the future revealed by the use of this gift
|
|||
|
|
from your patron. When the cursed creature fails a saving throw, add
|
|||
|
|
one beyond die to this pool. You can spend a beyond die when making
|
|||
|
|
a saving throw to gain a 1d4 bonus. The pool disappears when you
|
|||
|
|
finish a rest.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h4>Psionic Awakening</h4>
|
|||
|
|
<p>[You gain telepathy out to a range of 30 feet. You can telepathically
|
|||
|
|
communicate with one creature you can see so long as that creature knows
|
|||
|
|
at least one language. If you already have telepathy, its range
|
|||
|
|
increases by 30 feet.]</p>
|
|||
|
|
<p>[In addition, once per rest when you cast a warlock spell, you can
|
|||
|
|
choose to do so psionically, without the need for seen or vocalized
|
|||
|
|
components.]</p>
|
|||
|
|
<h3>Mutated Carapace</h3>
|
|||
|
|
<p>[Starting at 6th level, when you take damage other than psychic damage,
|
|||
|
|
you can use your reaction to reduce the damage you take by an amount
|
|||
|
|
equal to your spellcasting ability modifier + your warlock level
|
|||
|
|
(minimum 1). You can use this feature a number of times equal to half
|
|||
|
|
your proficiency bonus, regaining all expended uses when you finish a
|
|||
|
|
long rest.]</p>
|
|||
|
|
<h3>Subtle Disturbance</h3>
|
|||
|
|
<p>At 10th level, you gain the following benefits.</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You gain resistance to psychic damage. When you take psychic
|
|||
|
|
damage, the creature that dealt the damage takes an equal amount of
|
|||
|
|
psychic damage.]</li>
|
|||
|
|
<li>[If you have telepathy, your telepathy is not limited by language.
|
|||
|
|
Your telepathy works on any creature you can see within range.]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Insidious Seed</h3>
|
|||
|
|
<p>At 14th level, you learn dominate beast [and
|
|||
|
|
]dominate person[, if you don't already know these spells.
|
|||
|
|
For you, ]dominate beast, dominate person[,
|
|||
|
|
and ]dominate monster gain the ritual tag.</p>
|
|||
|
|
<p>[When you cast one of these spells, you can change the duration to 1
|
|||
|
|
hour per warlock level, and you don't need to maintain concentration on
|
|||
|
|
the spell.]</p>
|
|||
|
|
<p>[Once you have used this feature, you can't do so again until you finish
|
|||
|
|
a long rest.]</p>
|
|||
|
|
<h2>Diabolist</h2>
|
|||
|
|
<h3>Sanguine Contract</h3>
|
|||
|
|
<p>[When you take this archetype at 1st level, choose one of the
|
|||
|
|
following:]</p>
|
|||
|
|
<h4>Dark Blessing</h4>
|
|||
|
|
<p>[When you reduce a creature to 0 hit points, or when a creature under
|
|||
|
|
one of your spell effects is reduced to 0 hit points, you gain a number
|
|||
|
|
of temporary hit points equal to your spellcasting ability modifier +
|
|||
|
|
your warlock level (minimum 1).]</p>
|
|||
|
|
<h4>Diabolical Curse</h4>
|
|||
|
|
<p>[Once per rest, you can use a bonus action to place a curse on a
|
|||
|
|
creature you can see within 30 feet. The curse lasts for 1 minute, and
|
|||
|
|
it ends early if the target dies, you die, or you become incapacitated.
|
|||
|
|
The curse has the following effects:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[Choose fire or necrotic damage. When you deal damage to the cursed
|
|||
|
|
creature, it takes an additional 1d4 damage of the chosen type. This
|
|||
|
|
additional damage increases by 1d4 at 10th level, and again at 15th
|
|||
|
|
and 20th level.]</li>
|
|||
|
|
<li>[When the cursed creature dies, you regain hit points equal to your
|
|||
|
|
spellcasting ability modifier + your warlock level (minimum 1).]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
</ul>
|
|||
|
|
<h4>Dogs of Hell</h4>
|
|||
|
|
<p>[Starting at 6th level, once per rest when you kill a creature under the
|
|||
|
|
effects of your Diabolical Curse or one of your warlock spells, you can
|
|||
|
|
bid your patron conjure into your service a death dog or a ghoul (your
|
|||
|
|
choice). The creature appears in an unoccupied space within 30 feet. The
|
|||
|
|
creature rolls its own initiative, has its own turns, and obeys your
|
|||
|
|
verbal commands. The creature disappears after 1 minute, when you are
|
|||
|
|
knocked unconscious, or when it is reduced to 0 hit points.]</p>
|
|||
|
|
<p>[At 15th level, you can bid your patron to conjure a hell hound or a
|
|||
|
|
wight instead.]</p>
|
|||
|
|
<h4>Blasphemous Act</h4>
|
|||
|
|
<p>[Starting at 10th level, when you finish a long rest you gain a Channel
|
|||
|
|
Divinity feature. This feature must be from a cleric archetype and be
|
|||
|
|
granted to clerics at 2nd level. Alternatively, you can instead gain
|
|||
|
|
Turn Undead with the benefit of the Command Undead feature.]</p>
|
|||
|
|
<p>[Once you have used the chosen Channel Divinity feature, you can't do so
|
|||
|
|
again until you finish a rest.]</p>
|
|||
|
|
<h4>Hurl Through Hell</h4>
|
|||
|
|
<p>[Starting at 14th level, once per long rest when you hit a creature with
|
|||
|
|
an attack, you can use this feature to instantly fling it through the
|
|||
|
|
most horrific vistas of the multiverse. The creature disappears until
|
|||
|
|
the end of your next turn, reappearing in the space it previously
|
|||
|
|
occupied, or the nearest unoccupied space. Unless the creature is a
|
|||
|
|
fiend, it takes 10d10 cold, fire, or psychic damage (your choice).]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Spellbound</h2>
|
|||
|
|
<h3>Rewoven With Magic</h3>
|
|||
|
|
<p>When you take this archetype at 1st level, you learn [druidcraft
|
|||
|
|
][as a bonus cantrip. Additionally, choose one of the
|
|||
|
|
following:]</p>
|
|||
|
|
<h4>Quickling Sprint</h4>
|
|||
|
|
<p>[You can use a bonus action on each of your turns in combat to take the
|
|||
|
|
Dash or Disengage action. You can use this feature a number of times
|
|||
|
|
equal to your proficiency bonus, regaining all expended uses when you
|
|||
|
|
finish a rest.]</p>
|
|||
|
|
<h4>Spellbinder's Curse</h4>
|
|||
|
|
<p>[Once per rest, you can use a bonus action to place a curse on a
|
|||
|
|
creature you can see within 30 feet. The curse lasts for 1 minute, and
|
|||
|
|
it ends early if the target dies, you die, or you become incapacitated.
|
|||
|
|
The curse has the following effects:]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[Choose lightning or thunder damage. When you deal damage against
|
|||
|
|
the cursed creature, it takes an additional 1d4 damage of the chosen
|
|||
|
|
type. This additional damage increases by 1d4 at 10th level, and
|
|||
|
|
again at 15th and 20th level.]</li>
|
|||
|
|
<li>[You gain a pool of faerie dice, which begins empty. Each faerie die
|
|||
|
|
represents a bit of good fortune from your patron. When the cursed
|
|||
|
|
creature makes an ability check or attack roll with disadvantage,
|
|||
|
|
add one faerie die to this pool. You can spend a faerie die when
|
|||
|
|
making an ability check or attack roll to gain a 1d4 bonus. The pool
|
|||
|
|
disappears when you finish a rest.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h3>Mischievous Mobility</h3>
|
|||
|
|
<p>At 6th level, choose one of the following:</p>
|
|||
|
|
<h4>Can't Catch Me</h4>
|
|||
|
|
<p>[When an attack misses you, you can use your reaction to teleport a
|
|||
|
|
distance up to your Speed. You can use this feature a number of times
|
|||
|
|
equal to your proficiency bonus, regaining all expended uses when you
|
|||
|
|
finish a long rest.]</p>
|
|||
|
|
<h4>Fairy Dust</h4>
|
|||
|
|
<p>[Your patron grants you a bag of fairy dust, which contains a number of
|
|||
|
|
uses equal to your proficiency bonus. You can use a bonus action to
|
|||
|
|
sprinkle this fairy dust on yourself or a creature within 15 feet. The
|
|||
|
|
target gains a fly speed of 30 feet (with the ability to hover) for 10
|
|||
|
|
minutes.]</p>
|
|||
|
|
<p>[A creature other than you that attempts to use the fairy dust must make
|
|||
|
|
an Arcana check equal to your spell save DC or the dust has no effect.
|
|||
|
|
When you finish a long rest, your previous bag of fairy dust disappears
|
|||
|
|
and you receive a new bag of fairy dust.]</p>
|
|||
|
|
<h3>Toadstool Sanctuary</h3>
|
|||
|
|
<p>[At 10th level, when you are in a forest, woodlands, or other healthy
|
|||
|
|
greenspace, you can dance, sing, or chant for 1 minute to create a
|
|||
|
|
circle of mushrooms in the unoccupied space around you. The mushroom
|
|||
|
|
circle can have a radius of up to 15 feet (minimum diameter 5 feet).
|
|||
|
|
Creatures that rest in your toadstool sanctuary for 10 minutes gain the
|
|||
|
|
benefits of a short rest.]</p>
|
|||
|
|
<p>[Your toadstool sanctuary lasts for 7 days or until you use this feature
|
|||
|
|
again. Once you use this feature, you can't do so again until you finish
|
|||
|
|
a long rest. Creatures that benefit from your toadstool sanctuary can't
|
|||
|
|
do so again for 24 hours.]</p>
|
|||
|
|
<h3>Fairies' Retreat</h3>
|
|||
|
|
<p>[At 14th level, you can use an action to teleport yourself and up to
|
|||
|
|
five willing creatures you can see within 30 feet. Each creature
|
|||
|
|
disappears in a flash of bright color or a vortex of leaves, then
|
|||
|
|
reappears up to 1 mile away in the nearest unoccupied space within 30
|
|||
|
|
feet of either your Toadstool Sanctuary or a fairy ring or monolith
|
|||
|
|
consecrated to the fey that you have previously seen. If you are already
|
|||
|
|
at such a location when you use this feature, you and the creatures
|
|||
|
|
instead teleport to or return from the Dreaming.]</p>
|
|||
|
|
<p>[Once you have used this feature, you can't do so again until you finish
|
|||
|
|
a long rest.]</p>
|
|||
|
|
<h1>Warlock Spell List</h1>
|
|||
|
|
<p>As a warlock you can choose from the following spells.</p>
|
|||
|
|
<h2>Cantrips</h2>
|
|||
|
|
<p>Calculate [(div): Instantly know the answer to any
|
|||
|
|
mathematical equation.]</p>
|
|||
|
|
<p>Chill Touch [(nec): Attack with the chill of the grave,
|
|||
|
|
injuring and preventing healing.]</p>
|
|||
|
|
<p>Dancing Lights [(evo): Create up to four floating, magical
|
|||
|
|
lights.]</p>
|
|||
|
|
<p>Friends [(enc): Gain an expertise die on a Charisma
|
|||
|
|
check.]</p>
|
|||
|
|
<p>Mage Hand (cjr): [Conjure a hand to
|
|||
|
|
manipulate small objects.]</p>
|
|||
|
|
<p>Minor Illusion [(ill): Create a small, limited
|
|||
|
|
illusion.]</p>
|
|||
|
|
<p>Pestilence (cjr): [Fill a 10-foot sphere with
|
|||
|
|
biting insects that damage creatures and some objects.]</p>
|
|||
|
|
<p>Prestidigitation [(tra): Perform various minor magical
|
|||
|
|
tricks.]</p>
|
|||
|
|
<p>True Strike [(div): Gain advantage on attacks against a
|
|||
|
|
single creature.]</p>
|
|||
|
|
<h2>1st-Level</h2>
|
|||
|
|
<p>Air Wave (cjr): [Cut through the air with a
|
|||
|
|
melee weapon to damage a creature within 30 feet.]</p>
|
|||
|
|
<p>Arcane Riposte [(evo): Respond to a melee attack with a
|
|||
|
|
damaging blast of elemental magic.]</p>
|
|||
|
|
<p>Calculated Retribution [(abj): Surround yourself with a
|
|||
|
|
dampening magical field and collect the energy of your foes' attacks to
|
|||
|
|
use against them.]</p>
|
|||
|
|
<p>Charm Person [(enc): Force a humanoid to view you as a
|
|||
|
|
trusted friend for a short time.]</p>
|
|||
|
|
<p>Comprehend Languages [(div): Use magic to better interpret
|
|||
|
|
languages you don't understand.]</p>
|
|||
|
|
<p>Corpse Explosion [(evo): Make a corpse explode in a
|
|||
|
|
poisonous cloud.]</p>
|
|||
|
|
<p>Expeditious Retreat [(tra): Move much faster than
|
|||
|
|
normal.]</p>
|
|||
|
|
<p>Force Punch [(evo): Use a blast of magic to punch a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Illusory Script [(ill): Hide a message with illusion.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Phantasmal Talons [(enc): Sprout invisible talons of pure
|
|||
|
|
will from your fingers.]</p>
|
|||
|
|
<p>Protection from Evil and Good [(abj): Protect a creature
|
|||
|
|
from certain creature types.]</p>
|
|||
|
|
<p>Searing Equation [(enc): Whisper an alien equation that
|
|||
|
|
injures the minds of creatures and deafens them.]</p>
|
|||
|
|
<p>Unseen Servant (cjr): [Use an invisible,
|
|||
|
|
mindless, shapeless force to perform simple tasks.]</p>
|
|||
|
|
<p>Wind Up [(evo): Magically ensure that your next melee attack
|
|||
|
|
strikes true.]</p>
|
|||
|
|
<h2>2nd-Level</h2>
|
|||
|
|
<p>Darkness [(evo): Shroud an area in magical darkness.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Enthrall [(enc): Monopolize a creature's attention.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Flex [(ill): Bestow a glamor upon a creature that highlights
|
|||
|
|
its physique to show a stunning idealized form.]</p>
|
|||
|
|
<p>Hold Person (enc): Paralyze a humanoid.</p>
|
|||
|
|
<p>Invigorated Strikes [(tra): Increase the damage dealt by a
|
|||
|
|
creature's unarmed strikes and natural weapons.]</p>
|
|||
|
|
<p>Invisibility [(ill): Render a creature invisible so long as
|
|||
|
|
it does not attack or cast spells.]</p>
|
|||
|
|
<p>Lemure Transformation [(tra): Melt your body into a
|
|||
|
|
humanoid-shaped mass of liquid flesh.]</p>
|
|||
|
|
<p>Mental Grip (cjr): [Conjure extensions of
|
|||
|
|
your own mental fortitude to keep your foes at bay.]</p>
|
|||
|
|
<p>Mirror Image [(ill): Transform an area of terrain with a
|
|||
|
|
convincing, immersive illusion.]</p>
|
|||
|
|
<p>Misty Step (cjr): [Teleport short distances
|
|||
|
|
in a puff of shimmering mist.]</p>
|
|||
|
|
<p>Ray of Enfeeblement [(nec): Shoot a ray of necrotic damage
|
|||
|
|
that weakens a creature.]</p>
|
|||
|
|
<p>Shatter [(evo): Create a painful ringing sound that damages
|
|||
|
|
all creatures and objects in an area.]</p>
|
|||
|
|
<p>Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
|||
|
|
at up to three creatures.]</p>
|
|||
|
|
<p>Spider Climb [(tra): Give a creature the ability to walk on
|
|||
|
|
walls or ceilings, hands free.]</p>
|
|||
|
|
<p>Suggestion [(enc): Magically influence a creature,
|
|||
|
|
compelling it to follow a simple suggestion.]</p>
|
|||
|
|
<h2>3rd-Level</h2>
|
|||
|
|
<p>Blood-Writ Bargain (cjr): [Create a pact
|
|||
|
|
enforced by celestials or fiends.]</p>
|
|||
|
|
<p>Counterspell [(abj): Interrupt another spellcaster as they
|
|||
|
|
cast a spell.]</p>
|
|||
|
|
<p>Crushing Haymaker [(evo): Deliver a devastating strike that
|
|||
|
|
deals thunder damage and lays your target low.]</p>
|
|||
|
|
<p>Dispel Magic (abj): End ongoing magical effects.</p>
|
|||
|
|
<p>Fear [(ill): Frighten creatures in a cone-shaped area.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Fly (tra): Grant a creature the ability to fly.</p>
|
|||
|
|
<p>Gaseous Form [(tra): Make a creature insubstantial and able
|
|||
|
|
to fly.]</p>
|
|||
|
|
<p>Hypnotic Pattern [(ill): Create a beguiling pattern in the
|
|||
|
|
air that charms and incapacitates its viewers.]</p>
|
|||
|
|
<p>Magic Circle [(abj): Create a protective cylinder of
|
|||
|
|
magic.]</p>
|
|||
|
|
<p>Major Image [(ill): Create a large, realistic illusion.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Poison Skin [(abj): Make a creature brightly colored and
|
|||
|
|
poisonous to the touch.]</p>
|
|||
|
|
<p>Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Tongues [(div): Understand any heard language and be
|
|||
|
|
understood by others you speak to.]</p>
|
|||
|
|
<p>Vampiric Touch [(nec): Make a touch attack that drains life
|
|||
|
|
force and heals your wounds.]</p>
|
|||
|
|
<h2>4th-Level</h2>
|
|||
|
|
<p>Banishment [(abj): Send a creature to another plane.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Blight [(nec): Attack a creature by drawing the moisture
|
|||
|
|
from it, harming most and devastating plants.]</p>
|
|||
|
|
<p>Charm Monster [(enc): Make a creature view you as a trusted
|
|||
|
|
friend.]</p>
|
|||
|
|
<p>Dimension Door (cjr): [Teleport yourself and
|
|||
|
|
one willing creature great distances.]</p>
|
|||
|
|
<p>Divination (div): Ask a higher power about</p>
|
|||
|
|
<p>the future.</p>
|
|||
|
|
<p>Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
|||
|
|
illusion that transforms it.]</p>
|
|||
|
|
<h2>5th-Level</h2>
|
|||
|
|
<p>Commune [(div): Reach out to beyond the realms material to
|
|||
|
|
answer your questions.]</p>
|
|||
|
|
<p>Commune with Nature [(div): Become one with nature to learn
|
|||
|
|
about the surrounding land.]</p>
|
|||
|
|
<p>Contact Other Plane [(div): Risk your sanity in order to
|
|||
|
|
question an otherworldly being.]</p>
|
|||
|
|
<p>Dream [(ill): Invade a creature's dreams to communicate with
|
|||
|
|
and possibly terrorize it.]</p>
|
|||
|
|
<p>Eldritch Cube (cjr): [Summon a black,
|
|||
|
|
nonreflective, incorporeal cube that deals psychic damage to creatures
|
|||
|
|
that touch it.]</p>
|
|||
|
|
<p>Hold Monster (enc): Paralyze a creature.</p>
|
|||
|
|
<p>Scrying [(div): Observe a creature on the same plane of
|
|||
|
|
existence as you.]</p>
|
|||
|
|
<h2>6th-Level</h2>
|
|||
|
|
<p>Circle of Death [(nec): Suck the life force from an area,
|
|||
|
|
dealing necrotic damage in a large sphere.]</p>
|
|||
|
|
<p>Conjure Fey (cjr): [Summon a hag, hound, or
|
|||
|
|
redcap.]</p>
|
|||
|
|
<p>Create Undead [(nec): Raise three or fewer humanoid corpses
|
|||
|
|
as ghouls.]</p>
|
|||
|
|
<p>Eyebite [(nec): Use a gaze attack to curse creatures.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Flesh to Stone (tra): Turn a creature to stone.</p>
|
|||
|
|
<p>Infernal Weapon (cjr): [Summon a weapon from
|
|||
|
|
Hell.]</p>
|
|||
|
|
<p>Mass Suggestion [(enc): Convince up to 12 creatures to carry
|
|||
|
|
out a simple instruction.]</p>
|
|||
|
|
<p>Planar Ally (cjr): [Entreat cosmic forces for
|
|||
|
|
assistance and summon forth an ally---for a price.]</p>
|
|||
|
|
<p>True Seeing [(div): Grant truesight to one creature,
|
|||
|
|
allowing it to notice secret doors hidden by magic and see into the
|
|||
|
|
Ethereal Plane.]</p>
|
|||
|
|
<p>Wall of Flesh [(evo): Create a wall of squirming bodies,
|
|||
|
|
groping arms and tentacles, and moaning, biting mouths.]</p>
|
|||
|
|
<p>Wormway [(enc): Call forth a purple worm that carries you
|
|||
|
|
and up to 50 creatures across a vast distance.]</p>
|
|||
|
|
<h2>7th-Level</h2>
|
|||
|
|
<p>Enrage Architecture [(tra): Animate a building and make it
|
|||
|
|
lash out at its inhabitants and surroundings.]</p>
|
|||
|
|
<p>Etherealness [(tra): Enter the border of the Ethereal
|
|||
|
|
Plane.]</p>
|
|||
|
|
<p>Finger of Death [(nec): Wrack a creature with negative
|
|||
|
|
energy that deals 7d8+30 necrotic damage.]</p>
|
|||
|
|
<p>Forcecage [(evo): Creatures in the area are trapped in an
|
|||
|
|
invisible cube of force.]</p>
|
|||
|
|
<p>Plane Shift (cjr): [Transport yourself and
|
|||
|
|
allies to another plane of existence or banish an enemy there.]</p>
|
|||
|
|
<p>Sporesight [(evo): Create a 50-foot-radius cloud of spores
|
|||
|
|
that allows you to see everything in the area.]</p>
|
|||
|
|
<p>Unholy Star (cjr): [Explode a meteor ripped
|
|||
|
|
from the sky into four fiery chunks that rain down unholy energies.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>8th-Level</h2>
|
|||
|
|
<p>Demiplane (cjr): [Create a doorway to a
|
|||
|
|
dimension you create.]</p>
|
|||
|
|
<p>Dominate Monster [(enc): Take over the mind of a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Feeblemind (enc): Crush a creature's mind.</p>
|
|||
|
|
<p>Glibness [(tra): Gain a bonus to Charisma checks and lie
|
|||
|
|
even under magical detection.]</p>
|
|||
|
|
<p>Heart of Dis [(nec): Magically replace your heart with one
|
|||
|
|
forged on the second layer of Hell.]</p>
|
|||
|
|
<p>Power Word Stun [(enc): Stun a creature with a single
|
|||
|
|
word.]</p>
|
|||
|
|
<h2>9th-Level</h2>
|
|||
|
|
<p>Astral Projection (nec): Travel the astral plane.</p>
|
|||
|
|
<p>Foresight [(div): Grant preternatural awareness to a
|
|||
|
|
creature that makes it immune to being surprised and grants it advantage
|
|||
|
|
on checks.]</p>
|
|||
|
|
<p>Imprisonment [(abj): Imprison a creature with one of several
|
|||
|
|
powerful binding effects.]</p>
|
|||
|
|
<p>Power Word Kill [(enc): Slay a creature with a single
|
|||
|
|
word.]</p>
|
|||
|
|
<p>Raise Hell [(tra): Transform the land around you into a
|
|||
|
|
blasted hellscape.]</p>
|
|||
|
|
<p>True Polymorph [(tra): Change a creature into another
|
|||
|
|
creature or object, or an object into a creature.]</p>
|
|||
|
|
<p>Writhing Transformation [(tra): Permanently transform your
|
|||
|
|
body into a mass of wriggling worms.]</p>
|
|||
|
|
<hr />
|
|||
|
|
<h1></h1>
|
|||
|
|
<h1>Wizard</h1>
|
|||
|
|
<p>TABLE: WIZARD</p>
|
|||
|
|
<p>+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| [LEVEL]{.c31 | [PROF. | [FEATURES]{.c31 | [STUDIES |
|
|||
|
|
| .c25} | BONUS] | KNOWN]{.c31 |
|
|||
|
|
| | .c25} | | .c25} |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 1 | +2 | Spe | [--- |
|
|||
|
|
| | | llcasting,]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [Arcane | |
|
|||
|
|
| | | Recovery]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 2 | +2 | Wizard | [--- |
|
|||
|
|
| | | Archetype]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 3 | +2 | Scholarly | [--- |
|
|||
|
|
| | | Excellence]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 4 | +2 | Ability Score | [1 |
|
|||
|
|
| | | Improvement, | |
|
|||
|
|
| | | Elective | |
|
|||
|
|
| | | Studies]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 5 | +3 | Signature | [1 |
|
|||
|
|
| | | Spell] | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [( | |
|
|||
|
|
| | | 1st-level)]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 6 | +3 | Wizard | [1 |
|
|||
|
|
| | | Archetype | |
|
|||
|
|
| | | Feature]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 7 | +3 | Spell | [1 |
|
|||
|
|
| | | Study] | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 8 | +3 | Ability Score | [2 |
|
|||
|
|
| | | I | |
|
|||
|
|
| | | mprovement]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 9 | +4 | Wizard's | [2 |
|
|||
|
|
| | | Flair] | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 10 | +4 | Wizard | [2 |
|
|||
|
|
| | | Archetype | |
|
|||
|
|
| | | Feature]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 11 | +4 | Signature | [2 |
|
|||
|
|
| | | Spell] | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [( | |
|
|||
|
|
| | | 2nd-level)]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 12 | +4 | Ability Score | [3 |
|
|||
|
|
| | | I | |
|
|||
|
|
| | | mprovement]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 13 | +5 | Bestow | [3 |
|
|||
|
|
| | | Magics]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 14 | +5 | Wizard | [3 |
|
|||
|
|
| | | Archetype | |
|
|||
|
|
| | | Feature]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 15 | +5 | Arcane | [3 |
|
|||
|
|
| | | Defenses]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 16 | +5 | Ability Score | [4 |
|
|||
|
|
| | | I | |
|
|||
|
|
| | | mprovement]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 17 | +6 | Signature | [4 |
|
|||
|
|
| | | Spell] | |
|
|||
|
|
| | | | |
|
|||
|
|
| | | [( | |
|
|||
|
|
| | | 3rd-level)]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 18 | +6 | Spell | [4 |
|
|||
|
|
| | | Intensity]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 19 | +6 | Ability Score | [4 |
|
|||
|
|
| | | I | |
|
|||
|
|
| | | mprovement]{.c6 | |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+
|
|||
|
|
| 20 | +6 | Archmage |
|
|||
|
|
| | | .c7} | |
|
|||
|
|
+-----------------+-----------------+-----------------+-----------------+</p>
|
|||
|
|
<hr />
|
|||
|
|
<p>TABLE: WIZARD SPELLS SPELL SLOTS PER LEVEL <br />
|
|||
|
|
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
|||
|
|
1 3 2 --- --- --- --- --- --- --- ---
|
|||
|
|
2 3 3 --- --- --- --- --- --- --- ---
|
|||
|
|
3 3 4 2 --- --- --- --- --- --- ---
|
|||
|
|
4 4 4 3 --- --- --- --- --- --- ---
|
|||
|
|
5 4 4 3 2 --- --- --- --- --- ---
|
|||
|
|
6 4 4 3 3 --- --- --- --- --- ---
|
|||
|
|
7 4 4 3 3 1 --- --- --- --- ---
|
|||
|
|
8 4 4 3 3 2 --- --- --- --- ---
|
|||
|
|
9 4 4 3 3 3 1 --- --- --- ---
|
|||
|
|
10 5 4 3 3 3 2 --- --- --- ---
|
|||
|
|
11 5 4 3 3 3 2 1 --- --- ---
|
|||
|
|
12 5 4 3 3 3 3 1 --- --- ---
|
|||
|
|
13 5 4 3 3 3 3 1 1 --- ---
|
|||
|
|
14 5 4 3 3 3 3 1 1 --- ---
|
|||
|
|
15 5 4 3 3 3 3 1 1 1 ---
|
|||
|
|
16 5 4 3 3 3 3 1 1 1 ---
|
|||
|
|
17 5 4 3 3 3 3 1 1 1 1
|
|||
|
|
18 5 4 3 3 3 3 1 1 1 1
|
|||
|
|
19 5 4 3 3 3 3 2 1 1 1
|
|||
|
|
20 5 4 3 3 3 3 2 2 1 1</p>
|
|||
|
|
<hr />
|
|||
|
|
<h2></h2>
|
|||
|
|
<h2>Hit Points</h2>
|
|||
|
|
<p>Hit Dice: 1d6 per wizard level</p>
|
|||
|
|
<p>Hit Points at 1st Level: [6 + your Constitution
|
|||
|
|
modifier]</p>
|
|||
|
|
<p>Hit Points at Higher Levels: [1d6 (or 4) + your
|
|||
|
|
Constitution modifier per wizard level after 1st]</p>
|
|||
|
|
<h2>Proficiencies</h2>
|
|||
|
|
<p>Armor: None</p>
|
|||
|
|
<p>Weapons: [Daggers, darts, quarterstaffs, and slings]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Tools:[ One artisan's tool of your choice from alchemist's
|
|||
|
|
supplies, calligrapher's supplies, or cartographer's tools]</p>
|
|||
|
|
<p>Saving Throws: Intelligence, Wisdom</p>
|
|||
|
|
<p>Skills: [Choose two from Arcana, History, Insight,
|
|||
|
|
Investigation, Medicine, and Religion]</p>
|
|||
|
|
<h2>Equipment</h2>
|
|||
|
|
<p>[You begin the game with 100 gp. You can select your own gear or choose
|
|||
|
|
one of the following equipment packages. Also consult the Suggested
|
|||
|
|
Equipment section of your chosen background.]</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>Arcane Investigator's Set (Cost 81 gp): [Dagger,
|
|||
|
|
backpack, 4 candles, chalk, clothes (common), component pouch,
|
|||
|
|
spellbook, 2 vials]</li>
|
|||
|
|
<li>[Mage Scholar's Set (Cost 89 gp):\
|
|||
|
|
][Quarterstaff, abacus, clothes (fine), ink (1-ounce
|
|||
|
|
bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack,
|
|||
|
|
spellbook]</li>
|
|||
|
|
<li>[Traveling Mage's Set (Cost 86 gp):\
|
|||
|
|
][Quarterstaff, backpack, bedroll, clothes (traveler's),
|
|||
|
|
component pouch, flask of oil, lantern (hooded), mess tin,
|
|||
|
|
spellbook]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h2>Spellcasting</h2>
|
|||
|
|
<p>[At 1st level you have a spellbook containing the written spells you
|
|||
|
|
study. You use your spellbook to cast your spells.]</p>
|
|||
|
|
<h3>Cantrips</h3>
|
|||
|
|
<p>[You learn three wizard cantrips of your choice at 1st level and
|
|||
|
|
additional wizard cantrips at higher levels, as shown in the Cantrips
|
|||
|
|
Known column of the Wizard Spells table. Additionally, you know the
|
|||
|
|
]prestidigitation cantrip.</p>
|
|||
|
|
<h3>Spellbook</h3>
|
|||
|
|
<p>[At 1st level, your spellbook contains six 1st-level wizard spells of
|
|||
|
|
your choice. Your spellbook contains all of the wizard spells you know,
|
|||
|
|
except your cantrips, which you maintain in your memory.]</p>
|
|||
|
|
<h3>Preparing and Casting Spells</h3>
|
|||
|
|
<p>[To prepare wizard spells to make them available to cast, choose a
|
|||
|
|
number of wizard spells from your spellbook equal to your Intelligence
|
|||
|
|
modifier + your wizard level (minimum of one spell). You can't prepare a
|
|||
|
|
spell with a higher level than your highest-level spell slot.]</p>
|
|||
|
|
<p>[To cast a wizard spell, you must spend a spell slot of the spell's
|
|||
|
|
level or higher. The Wizard Spells table shows how many spell slots you
|
|||
|
|
have to cast your wizard spells. You regain all expended spell slots
|
|||
|
|
when you finish a long rest.]</p>
|
|||
|
|
<p>[Casting spells doesn't remove them from your list of prepared
|
|||
|
|
spells.]</p>
|
|||
|
|
<p>[During a long rest, you can change your list of prepared spells by
|
|||
|
|
studying your spellbook.]</p>
|
|||
|
|
<h3>Spellcasting Ability</h3>
|
|||
|
|
<p>[Intelligence is your spellcasting ability for your wizard spells. You
|
|||
|
|
use your Intelligence whenever a spell refers to your spellcasting
|
|||
|
|
ability. In addition, you use your Intelligence modifier to set the
|
|||
|
|
saving throw DC for your wizard spells and spell attack rolls, as
|
|||
|
|
follows:]</p>
|
|||
|
|
<p>Spell save DC[ = 8 + your proficiency bonus + your
|
|||
|
|
Intelligence modifier]</p>
|
|||
|
|
<p>Spell attack modifier[ = your proficiency bonus + your
|
|||
|
|
Intelligence modifier]</p>
|
|||
|
|
<h3>Ritual Casting</h3>
|
|||
|
|
<p>[You can cast a wizard spell in your spellbook as a ritual if that spell
|
|||
|
|
can be cast as a ritual.]</p>
|
|||
|
|
<h3>Spellcasting Focus</h3>
|
|||
|
|
<p>[When casting a wizard spell, you can use an arcane focus as your
|
|||
|
|
spellcasting focus.]</p>
|
|||
|
|
<h3>Learning Spells of 1st-Level and Higher</h3>
|
|||
|
|
<p>[Whenever you gain a wizard level, you can add two wizard spells of your
|
|||
|
|
choice to your spellbook for free. You can't prepare a spell with a
|
|||
|
|
higher level than your highest-level spell slot.]</p>
|
|||
|
|
<h3>Your Spellbook</h3>
|
|||
|
|
<p>[As you research magic and spells, you will add new spells to your
|
|||
|
|
spellbook. ]</p>
|
|||
|
|
<p>Copying a Spell into the Book[. When you find a
|
|||
|
|
wizard spell of 1st-level or higher in a scroll or spellbook, you can
|
|||
|
|
add it to your spellbook if its level isn't higher than your
|
|||
|
|
highest-level spell slot. Doing so costs 2 hours and 50 gp per spell
|
|||
|
|
level.]</p>
|
|||
|
|
<p>Replacing the Book[. You can copy a spell you know into
|
|||
|
|
another spellbook, in case you want to share a spell, create a backup
|
|||
|
|
copy of your spellbook, or replace a lost spellbook. Copying a spell you
|
|||
|
|
know costs only 1 hour and 10 gp per spell level.]</p>
|
|||
|
|
<h2>Arcane Recovery</h2>
|
|||
|
|
<p>[Once per day when you finish a short rest, you can recover expended
|
|||
|
|
spell slots with a combined level equal to or less than half your wizard
|
|||
|
|
level (rounded up). You can't recover a 6th-level or higher spell
|
|||
|
|
slot.]</p>
|
|||
|
|
<h2>Wizard Archetype</h2>
|
|||
|
|
<p>[At 2nd level, you choose a tradition of magic that you have dedicated
|
|||
|
|
your studies to. Your choice grants you features at 2nd level and again
|
|||
|
|
at 6th, 10th, and 14th level.]</p>
|
|||
|
|
<h2>Scholarly Excellence</h2>
|
|||
|
|
<p>At 3rd level, choose one of the following:</p>
|
|||
|
|
<h3>Academic</h3>
|
|||
|
|
<p>[You gain four specialties from Arcana, Culture, Engineering, History,
|
|||
|
|
Nature, and Religion. Unlike normal specialties, academic specialties
|
|||
|
|
can be taken twice (increasing the specialty's expertise die to
|
|||
|
|
1d6).]</p>
|
|||
|
|
<p>[In addition, when you use either Deception or Persuasion to make a
|
|||
|
|
point related to one of your academic specialties, you can apply your
|
|||
|
|
expertise die from that specialty to the check, and you can use
|
|||
|
|
Intelligence the check.]</p>
|
|||
|
|
<h3>Ritual Efficiency</h3>
|
|||
|
|
<p>[When you cast a spell as a ritual, you add only 1 minute to the casting
|
|||
|
|
time (instead of 10 minutes).]</p>
|
|||
|
|
<h3>Rote Memorization</h3>
|
|||
|
|
<p>[Choose one cantrip you know that has a casting time of 1 action and
|
|||
|
|
doesn't deal damage. You can cast that cantrip as a bonus action without
|
|||
|
|
any seen or material components a number of times equal to your
|
|||
|
|
proficiency bonus. You regain all expended uses of this feature when you
|
|||
|
|
finish a long rest. Each time you gain a wizard level, you can change
|
|||
|
|
the cantrip associated with this feature each time with another eligible
|
|||
|
|
cantrip you know.]</p>
|
|||
|
|
<h2>Elective Studies</h2>
|
|||
|
|
<p>[At 4th level you gain one elective study of your choice. Elective
|
|||
|
|
studies are detailed at the end of the class description. The Studies
|
|||
|
|
Known column of the Wizard table shows when you learn more elective
|
|||
|
|
studies. Unless otherwise noted, you can gain each study only once.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>Ability Score Improvement</h2>
|
|||
|
|
<p>[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
|||
|
|
score by 2 or two ability scores by 1, to a maximum of 20.]</p>
|
|||
|
|
<h2>Signature Spells</h2>
|
|||
|
|
<p>[At 5th level, you have developed your spellcasting skill and honed it
|
|||
|
|
into spells that you consider to be your Signature Spells.]</p>
|
|||
|
|
<p>[Choose one 1st-level wizard spell that is in your spellbook. You always
|
|||
|
|
have this spell prepared, it doesn't count toward your maximum prepared
|
|||
|
|
spells. In addition, once per rest you can cast this spell at its lowest
|
|||
|
|
level without expending a spell slot.]</p>
|
|||
|
|
<p>[At higher levels, you gain additional Signature Spells, each of which
|
|||
|
|
you can cast once between rests. At 11th level, you can choose one
|
|||
|
|
2nd-level or lower Signature Spell. At 17th level, you can choose one
|
|||
|
|
3rd-level or lower Signature Spell. Each time you gain a level in this
|
|||
|
|
class, you can replace one of your Signature Spells with another of the
|
|||
|
|
same level or lower.]</p>
|
|||
|
|
<h2>Spell Study</h2>
|
|||
|
|
<p>[At 7th level, choose one Spell Study that reflects what you have
|
|||
|
|
dedicated your arcane studies to.]</p>
|
|||
|
|
<h3>Arcane Objects</h3>
|
|||
|
|
<p>[When you touch a magic item, either willingly or when you are hit by
|
|||
|
|
it, you are immediately aware that it's magical. If you hold such an
|
|||
|
|
item in your hand, you can cast ]identify[ on it as an
|
|||
|
|
action without expending a spell slot, even if you don't have the spell
|
|||
|
|
prepared.]</p>
|
|||
|
|
<p>In addition, when you cast identify[ using a spell slot
|
|||
|
|
or as a ritual, you also learn if the item is cursed, and the Narrator
|
|||
|
|
will give you a hint as to the curse's effects (which might be cryptic
|
|||
|
|
and vague, but must not be a lie).]</p>
|
|||
|
|
<h3>Detective Spell Study</h3>
|
|||
|
|
<p>[You automatically sense the presence of magical effects, such as a
|
|||
|
|
spell effect on an object or a spell effect in an area, within 20 feet.
|
|||
|
|
You don't know what the effects are or where they are located, only that
|
|||
|
|
such effects are near you.]</p>
|
|||
|
|
<p>In addition, you have honed your detection spells. Add [detect
|
|||
|
|
magic] and detect thoughts[ to your spellbook if
|
|||
|
|
they weren't already there. Whenever you cast ][detect
|
|||
|
|
magic][, the range in which you can sense magic increases to 60
|
|||
|
|
feet. Whenever you cast ]detect thoughts[, the range in
|
|||
|
|
which you can read thoughts increases to 60 feet.]</p>
|
|||
|
|
<h3>Fauna and Flora</h3>
|
|||
|
|
<p>[Your research into plants, wildlife, and the natural workings of magic
|
|||
|
|
grants you superior insights into the magic of living creatures and
|
|||
|
|
flora. When a beast or plant makes a saving throw against a spell you
|
|||
|
|
cast, it makes the saving throw with disadvantage.]</p>
|
|||
|
|
<h2>Wizard's Flair</h2>
|
|||
|
|
<p>[At 9th level, choose a flair from the options below. When you finish a
|
|||
|
|
long rest, you can replace your flair with another.]</p>
|
|||
|
|
<p>[Once per rest, when you cast a spell of 1st-level or higher, you can
|
|||
|
|
choose to cast it with your flair. You must choose whether to cast with
|
|||
|
|
flair when you declare you're casting the spell, before any rolls are
|
|||
|
|
made.]</p>
|
|||
|
|
<h3>Awe and Wonder</h3>
|
|||
|
|
<p>[Choose one creature affected by the spell. It must succeed on a Wisdom
|
|||
|
|
saving throw or be charmed by you until the end of its next turn. While
|
|||
|
|
charmed in this way, it is incapacitated, has a Speed of 0, and does
|
|||
|
|
nothing but stare blankly at the dazzling effects of your magic. The
|
|||
|
|
effect ends early if the target takes damage or is forced to make a
|
|||
|
|
saving throw.]</p>
|
|||
|
|
<h3>Terror</h3>
|
|||
|
|
<p>[Choose one creature within 30 feet that can see you when you cast the
|
|||
|
|
spell. The creature makes a Wisdom saving throw or becomes frightened of
|
|||
|
|
you until the end of its next turn. While frightened in this way, it
|
|||
|
|
starts its turn by using its full movement to get away from you in the
|
|||
|
|
most direct manner possible, avoiding obvious hazards along the
|
|||
|
|
way.]</p>
|
|||
|
|
<h3>Brilliance</h3>
|
|||
|
|
<p>[Choose one creature within 30 feet that can see you when you cast the
|
|||
|
|
spell. The creature must succeed on a Constitution saving throw or be
|
|||
|
|
blinded until the end of its next turn.]</p>
|
|||
|
|
<h3>Warding</h3>
|
|||
|
|
<p>[After casting the spell, until the start of your next turn, a creature
|
|||
|
|
who attempts to attack you must make a Wisdom saving throw. On a
|
|||
|
|
failure, it must choose a new target or waste its attack.]</p>
|
|||
|
|
<h2>Bestow Magics</h2>
|
|||
|
|
<p>[At 13th level, you can transfer your magic to another creature. To do
|
|||
|
|
so, you must touch a willing creature, expend a spell slot of 3rd-level
|
|||
|
|
or lower, and concentrate for 1 minute. At the end of this time, choose
|
|||
|
|
a spell you have prepared of the expended spell slot's level or lower.
|
|||
|
|
The creature can cast the spell using the slot you expended, following
|
|||
|
|
its normal rules for casting time, spell components, range, and
|
|||
|
|
concentration, but using your spellcasting ability modifier, spell
|
|||
|
|
attack modifier, and spell save DC. You can have only one spell imbued
|
|||
|
|
at a time. If you bestow a spell upon a different creature, the spell
|
|||
|
|
slot remains expended and the previous spell dissipates, its magic
|
|||
|
|
unspent.]</p>
|
|||
|
|
<h2>Arcane Defenses</h2>
|
|||
|
|
<p>[At 15th level, your training has granted you certain protections
|
|||
|
|
against magic. Choose one of the following:]</p>
|
|||
|
|
<h3>Mental Discipline</h3>
|
|||
|
|
<p>[Once per rest, when you fail an Intelligence, Wisdom, or Charisma
|
|||
|
|
saving throw, you can choose to succeed instead.]</p>
|
|||
|
|
<h3>Mystic Mantle</h3>
|
|||
|
|
<p>[You and creatures within 10 feet have resistance to damage dealt by
|
|||
|
|
spells.]</p>
|
|||
|
|
<h3>Superior Countermagic</h3>
|
|||
|
|
<p>[When you make an ability check as part of casting
|
|||
|
|
]counterspell or dispel magic[, you add your
|
|||
|
|
proficiency bonus to the roll.]</p>
|
|||
|
|
<p>[In addition, when you cast either of these spells, treat the spell slot
|
|||
|
|
level of the spell as one level higher than the actual slot you spent.
|
|||
|
|
The slot you use to cast the spell must still be at least
|
|||
|
|
3rd-level.]</p>
|
|||
|
|
<h2>Spell Intensity</h2>
|
|||
|
|
<p>[At 18th level, choose one of the following features, which can be used
|
|||
|
|
to augment your wizard spells of 5th-level or lower. You must choose
|
|||
|
|
whether to augment the spell when you declare you're casting it, before
|
|||
|
|
any rolls are made.]</p>
|
|||
|
|
<p>[The first time you use this feature to augment a spell, you suffer no
|
|||
|
|
adverse effect. If you use this feature again before you finish a long
|
|||
|
|
rest, your hit point maximum and current hit points are reduced by 1d12
|
|||
|
|
per level of the spell you augmented (cantrips count as 1st-level spells
|
|||
|
|
for this purpose). This reduction lasts until you finish a long
|
|||
|
|
rest.]</p>
|
|||
|
|
<h3>Binding</h3>
|
|||
|
|
<p>[After you have affected a creature with a spell that has a duration and
|
|||
|
|
it is able to end the spell's effect on itself with a successful saving
|
|||
|
|
throw, it must succeed on that saving throw twice to end the
|
|||
|
|
effect.]</p>
|
|||
|
|
<h3>Burn</h3>
|
|||
|
|
<p>[Any creature that takes damage from the spell takes that damage again
|
|||
|
|
at the start of your next turn, unless a ][dispel
|
|||
|
|
magic][ spell of any level is cast on it before then or if it's in
|
|||
|
|
an ]antimagic field at the time.</p>
|
|||
|
|
<h3>Chain</h3>
|
|||
|
|
<p>[If the spell you cast normally targets only a single creature, it can
|
|||
|
|
also target up to two more creatures within 15 feet of the initial
|
|||
|
|
target.]</p>
|
|||
|
|
<h3>Duality</h3>
|
|||
|
|
<p>[If the spell you cast requires concentration and you're already
|
|||
|
|
concentrating on another spell, you can maintain concentration on both
|
|||
|
|
spells simultaneously. If you're forced to make a Constitution saving
|
|||
|
|
throw to maintain concentration, the minimum DC is 10 + the combined
|
|||
|
|
levels of the two spells. On a failure, both spells end.]</p>
|
|||
|
|
<h3>Overchannel</h3>
|
|||
|
|
<p>[Instead of rolling damage, you instead deal maximum damage with the
|
|||
|
|
spell.]</p>
|
|||
|
|
<h2>Swift Signature</h2>
|
|||
|
|
<p>[At 19th level, when you cast a spell that has a casting time of 1
|
|||
|
|
action using your Signature Spell feature, you can cast it as a bonus
|
|||
|
|
action instead.]</p>
|
|||
|
|
<h2>Archmage</h2>
|
|||
|
|
<p>At 20th level, you gain the following features.</p>
|
|||
|
|
<h3>Magesight</h3>
|
|||
|
|
<p>[You can't be blinded, and you can see normally in all types of darkness
|
|||
|
|
(including magical) to a distance of 120 feet.]</p>
|
|||
|
|
<p>[When you see a creature use Spellcasting to cast a spell, you
|
|||
|
|
instinctively know what spell is being cast before the casting is
|
|||
|
|
complete. This doesn't tell you what level spell slot is being used to
|
|||
|
|
cast the spell.]</p>
|
|||
|
|
<h3>True Magician</h3>
|
|||
|
|
<p>[You can cast any 1st-level wizard spell you have prepared without
|
|||
|
|
expending a spell slot.]</p>
|
|||
|
|
<h1>Elective Studies</h1>
|
|||
|
|
<p>[When you gain access to a new elective study, choose one of the
|
|||
|
|
following. Some studies have prerequisites, such as minimum wizard
|
|||
|
|
level, or another study. You must meet those requirements before you can
|
|||
|
|
choose that study.]</p>
|
|||
|
|
<h2>Air Lift</h2>
|
|||
|
|
<p>[You can use an action to increase your vertical jump distance to 15
|
|||
|
|
feet until the end of your turn. When you jump in this way, you can also
|
|||
|
|
glide with the updraft, allowing you to move 10 feet horizontally for
|
|||
|
|
every 5 feet you descend vertically.]</p>
|
|||
|
|
<h2>Detect Magic Savant</h2>
|
|||
|
|
<p>Prerequisite: Able to cast detect magic</p>
|
|||
|
|
<p>Whenever you cast detect magic[, you can choose one of
|
|||
|
|
the following benefits to amplify the spell.]</p>
|
|||
|
|
<p>Lengthened Detect Magic. The duration of [detect
|
|||
|
|
magic] increases by 10 minutes.</p>
|
|||
|
|
<p>Extended Detect Magic[. The detection radius of
|
|||
|
|
]detect magic increases by 30 feet.</p>
|
|||
|
|
<p>Penetrating Detect Magic[. The spell is only blocked by 2
|
|||
|
|
feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6
|
|||
|
|
feet of wood or dirt.]</p>
|
|||
|
|
<h2>Eidetic Memory</h2>
|
|||
|
|
<p>[Your memory is nearly perfect. You can accurately recall anything
|
|||
|
|
you've read or seen in the past month. Additionally, when retreading a
|
|||
|
|
route you've traveled in the past month, you have advantage on ability
|
|||
|
|
checks made against environmental hazards on that route, unless the
|
|||
|
|
landscape has significantly changed.]</p>
|
|||
|
|
<h2>Illusion Detective</h2>
|
|||
|
|
<p>Prerequisite: At least one illusion spell in your spellbook.</p>
|
|||
|
|
<p>[You have advantage on Investigation checks and Intelligence saving
|
|||
|
|
throws made against illusions. When you succeed on an ability check or
|
|||
|
|
saving throw to see through an illusion, creatures you choose within 30
|
|||
|
|
feet gain advantage on checks to see through that illusion for the next
|
|||
|
|
minute.]</p>
|
|||
|
|
<h2>Loremaster of Creatures</h2>
|
|||
|
|
<p>[When you gain this study, choose one creature type: beasts, constructs,
|
|||
|
|
dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This
|
|||
|
|
creature type becomes your Loremaster Creature Specialty. When you
|
|||
|
|
encounter a creature of the same type as your Loremaster Creature
|
|||
|
|
Specialty, you automatically know any history, legends, or myths related
|
|||
|
|
to it.]</p>
|
|||
|
|
<h2>Loremaster of Travel</h2>
|
|||
|
|
<p>[You have advantage on History checks to recall information related to
|
|||
|
|
myths and legends that are location-based. In addition, when you arrive
|
|||
|
|
at a settlement for the first time, choose one of the following
|
|||
|
|
subjects: culture, etiquette, government, or populace. The Narrator will
|
|||
|
|
give you a useful fact about that subject. You gain an expertise die on
|
|||
|
|
ability checks related to that subject in this settlement.]</p>
|
|||
|
|
<h2>Persistent Mending</h2>
|
|||
|
|
<p>Prerequisite: The ability to cast mending</p>
|
|||
|
|
<p>[When you finish a long rest, choose up to six creatures who rested with
|
|||
|
|
you, including yourself. Choose one piece of their equipment to enchant
|
|||
|
|
with a persistent mending effect. The chosen item instantly fixes itself
|
|||
|
|
if it becomes damaged. If you choose an item from the following list, it
|
|||
|
|
also grants an additional benefit. This effect lasts for 12 hours.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Coat.[ Choose either cold or hot weather. The creature
|
|||
|
|
gains an expertise die on Constitution saving throws made to resist the
|
|||
|
|
effects of that kind of weather.]</p>
|
|||
|
|
<p>Goggles.[ The creature's vision can never be reduced to
|
|||
|
|
less than 20 feet due to inclement weather.]</p>
|
|||
|
|
<p>Shoes.[ The creature gains an expertise die on Constitution
|
|||
|
|
saving throws made to undertake a forced march.]</p>
|
|||
|
|
<h2>Presto, Prestidigitation!</h2>
|
|||
|
|
<p>Prerequisite: The ability to cast prestidigitation</p>
|
|||
|
|
<p>If you are not actively casting prestidigitation[ or
|
|||
|
|
concentrating on a spell, the magic of
|
|||
|
|
]prestidigitation[ is always keeping you, your clothes, and
|
|||
|
|
your gear sparkling clean.]</p>
|
|||
|
|
<p>[The following effects are added to the list of options you can choose
|
|||
|
|
when you cast ]prestidigitation.</p>
|
|||
|
|
<ul>
|
|||
|
|
<li>[You transmute a small piece of string in your hands into a sturdy,
|
|||
|
|
30-foot-long rope. For the duration, it functions as a regular
|
|||
|
|
hempen rope.]</li>
|
|||
|
|
<li>[Using the heads side of a coin like a lens, you can hold the coin
|
|||
|
|
over one of your closed eyes and see through it. While looking
|
|||
|
|
through the coin in this way, you gain darkvision to a range of 30
|
|||
|
|
feet. The coin's darkvision effect ends when the spell ends.]{.c6
|
|||
|
|
.c7}</li>
|
|||
|
|
<li>[A pebble you touch becomes a sensor that you can use to see
|
|||
|
|
through. For the duration as long as you are within 10 feet of the
|
|||
|
|
pebble, you can use an action to see through the pebble to a range
|
|||
|
|
of 30 feet. While seeing through the pebble, you are blinded and
|
|||
|
|
deafened with regard to your own senses.]</li>
|
|||
|
|
<li>[On a piece of parchment or paper, you can create an exact copy of
|
|||
|
|
another piece of parchment or paper, including any writing,
|
|||
|
|
drawings, or other markings that appear on the original. The paper
|
|||
|
|
does not change size to accommodate any differences in size between
|
|||
|
|
the two. The copy you create disappears when the spell's duration
|
|||
|
|
ends.]</li>
|
|||
|
|
</ul>
|
|||
|
|
<h1>Wizard Archetypes</h1>
|
|||
|
|
<h2>Arcanist</h2>
|
|||
|
|
<h3>Scholarly Specialty</h3>
|
|||
|
|
<p>[When you take this archetype at 2nd level, choose one classical school
|
|||
|
|
of magic as your Scholarly Specialty: abjuration, conjuration,
|
|||
|
|
divination, enchantment, evocation, illusion, necromancy, or
|
|||
|
|
transmutation. The gold and time you must spend to copy spells from this
|
|||
|
|
school into your spellbook is halved. If a feature refers to your chosen
|
|||
|
|
school, it refers to the school selected in this feature.]</p>
|
|||
|
|
<h3>Esoteric Talent</h3>
|
|||
|
|
<p>Also at 2nd level, you gain one of the following benefits:</p>
|
|||
|
|
<h4>Bend Magic</h4>
|
|||
|
|
<p>[When you cast a wizard spell with an instantaneous duration that deals
|
|||
|
|
damage to an area, you can choose a number of creatures in the area that
|
|||
|
|
you can see equal to your Intelligence modifier (minimum one creature).
|
|||
|
|
The chosen creatures take no damage from the spell.]</p>
|
|||
|
|
<h4>Flash of Insight</h4>
|
|||
|
|
<p>[You can use a bonus action to roll a d20, record the result, and choose
|
|||
|
|
a creature you can see within 30 feet. The next time that creature makes
|
|||
|
|
an attack roll, ability check, or saving throw, it takes that d20 result
|
|||
|
|
instead of rolling. If you use this feature again before you finish a
|
|||
|
|
short rest, you must expend a spell slot of 1st-level or higher to do
|
|||
|
|
so.]</p>
|
|||
|
|
<h4>Quick Step</h4>
|
|||
|
|
<p>[After you cast a wizard spell of 1st-level or higher, you can
|
|||
|
|
immediately move up to 15 feet without provoking opportunity attacks or
|
|||
|
|
spending any of your normal movement.]</p>
|
|||
|
|
<h3>Refined Learning</h3>
|
|||
|
|
<p>At 6th level, choose one of the following benefits:</p>
|
|||
|
|
<h4>Arcane Armor</h4>
|
|||
|
|
<p>[When you cast a wizard spell of 1st-level or higher, you store some of
|
|||
|
|
its magic to protect yourself, gaining temporary hit points equal to
|
|||
|
|
twice the level of the spell, or three times the spell's level if the
|
|||
|
|
spell is from your chosen school. Instead of gaining these temporary hit
|
|||
|
|
points yourself, you can use your reaction to grant them to a creature
|
|||
|
|
you can see within 30 feet.]</p>
|
|||
|
|
<h4>Energy Retention</h4>
|
|||
|
|
<p>[When you expend a spell slot of 2nd-level or higher to cast a wizard
|
|||
|
|
spell from your chosen school, you regain one expended spell slot. The
|
|||
|
|
regained spell slot must be of a level no more than half the level of
|
|||
|
|
the expended spell slot.]</p>
|
|||
|
|
<h4>War Magic</h4>
|
|||
|
|
<p>[When you cast a wizard spell from your chosen school that deals damage,
|
|||
|
|
you deal additional damage equal to your Intelligence modifier (minimum
|
|||
|
|
+1) on the first damage roll for that spell.]</p>
|
|||
|
|
<h3>Superior Talent</h3>
|
|||
|
|
<p>At 10th level, choose one of the following benefits:</p>
|
|||
|
|
<h4>Perfect Control</h4>
|
|||
|
|
<p>[When concentrating on a wizard spell of your chosen school, you only
|
|||
|
|
need to roll to maintain concentration when you take damage from an
|
|||
|
|
attack, effect, or spell equal to or greater than your Intelligence
|
|||
|
|
score + your wizard level.]</p>
|
|||
|
|
<h4>Secondary Learning</h4>
|
|||
|
|
<p>[Choose a second school as your Scholarly Specialty and an additional
|
|||
|
|
feature from either Esoteric Talent or Refined Learning.]</p>
|
|||
|
|
<h4>Splinter Spell</h4>
|
|||
|
|
<p>[Once per rest, when you cast a wizard spell from your chosen school
|
|||
|
|
that only affects one creature, you can choose to affect an additional
|
|||
|
|
creature within range.]</p>
|
|||
|
|
<h3>Specialized Mastery</h3>
|
|||
|
|
<p>At 14th level, choose one of the following benefits:</p>
|
|||
|
|
<h4>Battle Hardiness</h4>
|
|||
|
|
<p>[When concentrating on a wizard spell from your chosen school, you
|
|||
|
|
reduce bludgeoning, piercing, and slashing damage you take by an amount
|
|||
|
|
equal to the level of the spell.]</p>
|
|||
|
|
<h4>Heightened Potency</h4>
|
|||
|
|
<p>[When you cast a wizard spell from your chosen school, it is always
|
|||
|
|
treated as though it were cast with a spell slot one level higher
|
|||
|
|
(maximum 9th-level) than the one you used, so long as you expended a
|
|||
|
|
spell slot to cast it. The slot you use to cast the spell must still be
|
|||
|
|
at least equal to the level of the spell.]</p>
|
|||
|
|
<h4>Precise Understanding</h4>
|
|||
|
|
<p>[When you see a creature cast a spell from your chosen school, you
|
|||
|
|
automatically know what spell it's casting. In addition, you have
|
|||
|
|
advantage on saving throws against spells.]</p>
|
|||
|
|
<h2>Mage</h2>
|
|||
|
|
<h3>Broad Knowledge</h3>
|
|||
|
|
<p>[At 2nd level when you choose this archetype, the cost to copy a spell
|
|||
|
|
into your spellbook is reduced to 40 gp per spell level (instead of 50
|
|||
|
|
gp per level).]</p>
|
|||
|
|
<h3>Flexible Thinking</h3>
|
|||
|
|
<p>[Also at 2nd level, once per rest you can use an action to replace one
|
|||
|
|
spell you have prepared with any other spell in your spellbook.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h3>Flux</h3>
|
|||
|
|
<p>[At 6th level, you gain Flux, the ability to bend your magic in
|
|||
|
|
flexible, constantly-changing ways. When you finish a rest, choose one
|
|||
|
|
of the benefits from the following list. You can expend your Flux to use
|
|||
|
|
that benefit.]</p>
|
|||
|
|
<p>[When you cast a spell of 1st-level or higher, you can change your
|
|||
|
|
benefit to a different one. If you do, you regain your Flux. Otherwise
|
|||
|
|
you regain your Flux when you finish a rest.]</p>
|
|||
|
|
<p>Ad Hoc Defense.[ When you take damage, you can use your
|
|||
|
|
reaction to reduce that damage by an amount equal to your proficiency
|
|||
|
|
bonus.]</p>
|
|||
|
|
<p>Elusive.[ You can use a bonus action up to teleport 15 feet
|
|||
|
|
to an unoccupied space you can see.]</p>
|
|||
|
|
<p>Reactive Ward.[ When you make a saving throw, you can use
|
|||
|
|
your reaction to add your Intelligence modifier to the result (minimum
|
|||
|
|
+1). You can do so after the roll is made, but before any of its effects
|
|||
|
|
are resolved.]</p>
|
|||
|
|
<p>Spell Intensity.[ When you cast a spell that deals damage,
|
|||
|
|
you can increase the spell's first damage roll by an amount equal to
|
|||
|
|
your Intelligence modifier (minimum +1).]</p>
|
|||
|
|
<h3>Fluent Control</h3>
|
|||
|
|
<p>[At 10th level, you can use your Flexible Thinking feature as a bonus
|
|||
|
|
action (instead of as an action).]</p>
|
|||
|
|
<p>[In addition, you add your Intelligence modifier (minimum +1) to
|
|||
|
|
Constitution saving throws made to maintain concentration on
|
|||
|
|
spells.]</p>
|
|||
|
|
<h3>Multitalented</h3>
|
|||
|
|
<p>[At 14th level, when you see a creature cast a spell of a level equal to
|
|||
|
|
or lower than your Intelligence modifier, you automatically know what
|
|||
|
|
spell it is.]</p>
|
|||
|
|
<p>[In addition, choose one Flux effect. You can use the chosen effect
|
|||
|
|
without expending your Flux. When you gain a level in this class, you
|
|||
|
|
can replace the chosen effect with a different Flux effect.]</p>
|
|||
|
|
<h2>Pyromancer</h2>
|
|||
|
|
<h3>Cleansing Fire</h3>
|
|||
|
|
<p>[When you choose this archetype at 2nd level, you learn how to use flame
|
|||
|
|
to heal aw well as harm. When you expend a spell slot to cast a spell of
|
|||
|
|
1st-level or higher that deals fire damage, you can choose one creature
|
|||
|
|
that would take damage from the spell. Instead of taking damage from the
|
|||
|
|
spell, the creature regains a number of hit points equal to the spell's
|
|||
|
|
level plus your proficiency bonus.]</p>
|
|||
|
|
<h3>Rituals of Fire</h3>
|
|||
|
|
<p>[Also at 2nd level, you can spend 10 minutes meditating while staring
|
|||
|
|
into a flame that fills at least a 5-foot cube to cast
|
|||
|
|
]augury without expending a spell slot.</p>
|
|||
|
|
<p>[At 6th level, if you burn an object with a connection to a creature and
|
|||
|
|
spend 10 minutes in meditation, you can cast ][locate
|
|||
|
|
creature] without expending a spell slot.</p>
|
|||
|
|
<p>[At 10th level, once per rest, you can step into a fire large enough to
|
|||
|
|
fully contain you and cast ]dream[ without expending a
|
|||
|
|
spell slot. When you cast ]dream[ in this way, you act as
|
|||
|
|
the spell's messenger. You take no damage from the fire, but if the fire
|
|||
|
|
goes out before you end the spell, you take 4d6 psychic damage and the
|
|||
|
|
spell ends.]</p>
|
|||
|
|
<h3>Clinging Flames</h3>
|
|||
|
|
<p>[At 6th level, when you cast a spell that deals fire damage and forces a
|
|||
|
|
saving throw, creatures that fail their first saving throw against it
|
|||
|
|
take ongoing fire damage equal to your Intelligence modifier (minimum
|
|||
|
|
1). At the start of each of its turns, the creature repeats the saving
|
|||
|
|
throw, ending the ongoing fire damage on a success.]</p>
|
|||
|
|
<h3>Blazing Mastery</h3>
|
|||
|
|
<p>[At 10th level, fire damage from your spells treats immunity to fire
|
|||
|
|
damage as though it were fire resistance, and ignores fire resistance
|
|||
|
|
entirely. Additionally, you gain resistance to fire damage, as well as
|
|||
|
|
immunity to fire damage dealt by your own spells.]</p>
|
|||
|
|
<h3>Offerings in Kind</h3>
|
|||
|
|
<p>[At 14th level, you can seek the aid of higher powers in your time of
|
|||
|
|
need. As an action, you urge the spirits of fire to intervene and roll
|
|||
|
|
1d100. If the result is equal to or lower than your wizard level, the
|
|||
|
|
intervention comes immediately. If not, the spirits make a demand in
|
|||
|
|
turn (which may be a high price) and do not intervene until the price is
|
|||
|
|
paid. The Narrator determines the price, as well as the exact nature of
|
|||
|
|
the intervention, though a wizard spell of any level is usually
|
|||
|
|
appropriate. If intervention occurs, this feature can't be used again
|
|||
|
|
for 7 days. Otherwise, you can try again after a long rest. The scope of
|
|||
|
|
this power is dependent on the Narrator's discretion---for a high enough
|
|||
|
|
price, anything is possible.]</p>
|
|||
|
|
<p>[In addition, you can copy any fire spell into your spellbook as if it
|
|||
|
|
were a wizard spell. Once you do, it is a wizard spell for you.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h1>Wizard Spell List</h1>
|
|||
|
|
<p>As a wizard you can choose from the following spells.</p>
|
|||
|
|
<h2>Cantrips</h2>
|
|||
|
|
<p>Acid Splash (cjr): [Conjure a localized
|
|||
|
|
bubble of acid that splashes over creatures.]</p>
|
|||
|
|
<p>Altered Strike [(tra): Briefly transform your weapon or fist
|
|||
|
|
into another material and strike with it.]</p>
|
|||
|
|
<p>Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
|||
|
|
unarmed strikes.]</p>
|
|||
|
|
<p>Calculate [(div): Instantly know the answer to any
|
|||
|
|
mathematical equation.]</p>
|
|||
|
|
<p>Chill Touch [(nec): Attack with the chill of the grave,
|
|||
|
|
injuring and preventing healing.]</p>
|
|||
|
|
<p>Dancing Lights [(evo): Create up to four floating, magical
|
|||
|
|
lights.]</p>
|
|||
|
|
<p>Fire Bolt [(evo): Shoot a flame at a creature to deal fire
|
|||
|
|
damage.]</p>
|
|||
|
|
<p>Friends [(enc): Gain an expertise die on a Charisma
|
|||
|
|
check.]</p>
|
|||
|
|
<p>Light (evo): Enchant one object to emit light.</p>
|
|||
|
|
<p>Mage Hand (cjr): [Conjure a hand to
|
|||
|
|
manipulate small objects.]</p>
|
|||
|
|
<p>Mending [(tra): Perform simple repairs on an object.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Message [(tra): Send short messages to other creatures.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Minor Illusion [(ill): Create a small, limited
|
|||
|
|
illusion.]</p>
|
|||
|
|
<p>Pestilence (cjr): [Fill a 10-foot sphere with
|
|||
|
|
biting insects that damage creatures and some objects.]</p>
|
|||
|
|
<p>Prestidigitation [(tra): Perform various minor magical
|
|||
|
|
tricks.]</p>
|
|||
|
|
<p>Ray of Frost [(evo): Shoot a ray of cold damage that slows a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Shocking Grasp [(evo): Deal lightning damage to a creature
|
|||
|
|
within reach.]</p>
|
|||
|
|
<p>True Strike [(div): Gain advantage on attacks against a
|
|||
|
|
single creature.]</p>
|
|||
|
|
<h2>1st-Level</h2>
|
|||
|
|
<p>Alarm [(abj): Set a magical warning against intrusion.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Arcane Riposte [(evo): Respond to a melee attack with a
|
|||
|
|
damaging blast of elemental magic.]</p>
|
|||
|
|
<p>Burning Hands [(evo): Shoot forth a sheet of flames from
|
|||
|
|
your hands, damaging creatures in a cone.]</p>
|
|||
|
|
<p>Charm Person [(enc): Force a humanoid to view you as a
|
|||
|
|
trusted friend for a short time.]</p>
|
|||
|
|
<p>Color Spray [(ill): Create a flash of brilliant colored
|
|||
|
|
light, blinding creatures in front of you.]</p>
|
|||
|
|
<p>Comprehend Languages [(div): Use magic to better interpret
|
|||
|
|
languages you don't understand.]</p>
|
|||
|
|
<p>Corpse Explosion [(evo): Make a corpse explode in a
|
|||
|
|
poisonous cloud.]</p>
|
|||
|
|
<p>Detect Magic [(div): Sense the presence and school of
|
|||
|
|
magical auras.]</p>
|
|||
|
|
<p>Disguise Self [(ill): Create an illusion that makes you
|
|||
|
|
appear like another humanoid.]</p>
|
|||
|
|
<p>Expeditious Retreat [(tra): Move much faster than
|
|||
|
|
normal.]</p>
|
|||
|
|
<p>False Life (nec): Gain temporary hit points.</p>
|
|||
|
|
<p>Feather Fall [(tra): Reduce or eliminate damage from
|
|||
|
|
falling.]</p>
|
|||
|
|
<p>Find Familiar (cjr): [Summon a magical
|
|||
|
|
creature to aid you.]</p>
|
|||
|
|
<p>Floating Disk (cjr): [Create a floating
|
|||
|
|
platform which can carry up to 500 pounds.]</p>
|
|||
|
|
<p>Fog Cloud (cjr): [Create an area of fog.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Grease (cjr): [Coat an area in grease, making
|
|||
|
|
it hard to move through.]</p>
|
|||
|
|
<p>Hideous Laughter [(enc): Cripple a creature with humor.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Identify[ (div): Divine the nature of an enchanted
|
|||
|
|
item.]</p>
|
|||
|
|
<p>Illusory Script [(ill): Hide a message with illusion.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Jump [(tra): Imbue a creature with astonishing leaping
|
|||
|
|
abilities.]</p>
|
|||
|
|
<p>Longstrider (tra): Increase a creature's Speed.</p>
|
|||
|
|
<p>Mage Armor (abj): Magically increase your AC.</p>
|
|||
|
|
<p>Magic Missile [(evo): Shoot bolts of arcane energy certain
|
|||
|
|
to hit one or more creatures.]</p>
|
|||
|
|
<p>Protection from Evil and Good [(abj): Protect a creature
|
|||
|
|
from certain creature types.]</p>
|
|||
|
|
<p>Searing Equation [(enc): Whisper an alien equation that
|
|||
|
|
injures the minds of creatures and deafens them.]</p>
|
|||
|
|
<p>Shield [(abj): Create a temporary barrier of arcane energy
|
|||
|
|
around yourself.]</p>
|
|||
|
|
<p>Silent Image [(ill): Create an illusion that can move but
|
|||
|
|
has no other sensory details.]</p>
|
|||
|
|
<p>Sleep [(enc): Cause enemies to fall into a magical
|
|||
|
|
slumber.]</p>
|
|||
|
|
<p>Thunderwave [(evo): Unleash a wave of thunderous force that
|
|||
|
|
damages creatures and pushes them back.]</p>
|
|||
|
|
<p>Traveler's Ward [(abj): Protect a creature from
|
|||
|
|
pickpockets.]</p>
|
|||
|
|
<p>Unseen Servant (cjr): [Use an invisible,
|
|||
|
|
mindless, shapeless force to perform simple tasks.]</p>
|
|||
|
|
<p>Wind Up [(evo): Magically ensure that your next melee attack
|
|||
|
|
strikes true.]</p>
|
|||
|
|
<h2>2nd-Level</h2>
|
|||
|
|
<p>Acid Arrow [(evo): Create a magical arrow that covers a
|
|||
|
|
creature or object in acid.]</p>
|
|||
|
|
<p>Alter Self (tra): Use magic to warp your body.</p>
|
|||
|
|
<p>Arcane Lock [(abj): Make a nearly permanent magical
|
|||
|
|
lock.]</p>
|
|||
|
|
<p>Arcanist's Magic Aura [(ill): Disguise the true magical
|
|||
|
|
nature of an object or creature.]</p>
|
|||
|
|
<p>Blindness/Deafness [(nec): Strike a creature blind or
|
|||
|
|
deaf.]</p>
|
|||
|
|
<p>Blur [(ill): Cloak yourself in distortion, imposing
|
|||
|
|
disadvantage on attacks against you.]</p>
|
|||
|
|
<p>Continual Flame [(evo): Create a torch-like flame that can't
|
|||
|
|
be extinguished.]</p>
|
|||
|
|
<p>Darkness [(evo): Shroud an area in magical darkness.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Darkvision [(tra): Grant a creature the ability to see in
|
|||
|
|
the dark.]</p>
|
|||
|
|
<p>Deadweight [(tra): Greatly increase the weight of an
|
|||
|
|
object.]</p>
|
|||
|
|
<p>Detect Thoughts [(div): Read the minds of nearby thinking
|
|||
|
|
creatures.]</p>
|
|||
|
|
<p>Enhance Ability [(tra): Increase the effectiveness of one
|
|||
|
|
ability score for a creature.]</p>
|
|||
|
|
<p>Enlarge/Reduce [(tra): Increase or decrease a creature's
|
|||
|
|
size.]</p>
|
|||
|
|
<p>Flaming Sphere (cjr): [Create and control a
|
|||
|
|
5-foot-diameter burning sphere.]</p>
|
|||
|
|
<p>Gentle Repose [(nec): Prevent a corpse from decaying or
|
|||
|
|
being raised as undead.]</p>
|
|||
|
|
<p>Gust of Wind [(evo): Create a powerful gust of wind that
|
|||
|
|
disperses clouds and pushes creatures.]</p>
|
|||
|
|
<p>Hold Person (enc): Paralyze a humanoid.</p>
|
|||
|
|
<p>Invisibility [(ill): Render a creature invisible so long as
|
|||
|
|
it does not attack or cast spells.]</p>
|
|||
|
|
<p>Knock (tra): Open a locked object.</p>
|
|||
|
|
<p>Lemure Transformation [(tra): Melt your body into a
|
|||
|
|
humanoid-shaped mass of liquid flesh.]</p>
|
|||
|
|
<p>Levitate [(tra): Cause one creature or object to float.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Locate Object [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby object.]</p>
|
|||
|
|
<p>Magic Mouth [(ill): Enchant an object to repeat a message in
|
|||
|
|
certain circumstances.]</p>
|
|||
|
|
<p>Magic Weapon [(tra): Imbue a weapon with magic, making it
|
|||
|
|
more powerful.]</p>
|
|||
|
|
<p>Mental Grip (cjr): [Conjure extensions of
|
|||
|
|
your own mental fortitude to keep your foes at bay.]</p>
|
|||
|
|
<p>Mirror Image [(ill): Transform an area of terrain with a
|
|||
|
|
convincing, immersive illusion.]</p>
|
|||
|
|
<p>Misty Step (cjr): [Teleport short distances
|
|||
|
|
in a puff of shimmering mist.]</p>
|
|||
|
|
<p>Protection from Energy [(abj): Grant a creature resistance
|
|||
|
|
to one damage type of your choice.]</p>
|
|||
|
|
<p>Ray of Enfeeblement [(nec): Shoot a ray of necrotic damage
|
|||
|
|
that weakens a creature.]</p>
|
|||
|
|
<p>Rope Trick [(tra): Create a pocket dimension at the end of a
|
|||
|
|
suspended rope.]</p>
|
|||
|
|
<p>Scorching Ray [(evo): Shoot rays of fire damage able to
|
|||
|
|
target multiple creatures.]</p>
|
|||
|
|
<p>See Invisibility (div): See invisible creatures</p>
|
|||
|
|
<p>and objects.</p>
|
|||
|
|
<p>Seed Bomb (cjr): [Conjure four seeds and
|
|||
|
|
imbue them with a variety of explosive effects.]</p>
|
|||
|
|
<p>Shatter [(evo): Create a painful ringing sound that damages
|
|||
|
|
all creatures and objects in an area.]</p>
|
|||
|
|
<p>Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
|||
|
|
at up to three creatures.]</p>
|
|||
|
|
<p>Sleet Storm [(cjr): Conjure a magical storm of freezing rain
|
|||
|
|
and sleet that hampers creatures caught in it.]</p>
|
|||
|
|
<p>Soulwrought Fists [(tra): Harden a creature's hands with
|
|||
|
|
inner power, turning dexterous fingers into magical iron cudgels.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Spider Climb [(tra): Give a creature the ability to walk on
|
|||
|
|
walls or ceilings, hands free.]</p>
|
|||
|
|
<p>Suggestion [(enc): Magically influence a creature,
|
|||
|
|
compelling it to follow a simple suggestion.]</p>
|
|||
|
|
<p>Web (cjr): [Conjure a 20-foot-cube or
|
|||
|
|
5-foot-layer of sticky webbing that restrains creatures and is
|
|||
|
|
flammable.]</p>
|
|||
|
|
<h2>3rd-Level</h2>
|
|||
|
|
<p>Animate Dead [(nec): Create undead to do your bidding.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Bestow Curse [(nec): Lay a curse upon a creature, giving it
|
|||
|
|
potentially long-lasting penalties.]</p>
|
|||
|
|
<p>Blink [(tra): Have a 50 percent chance of vanishing each
|
|||
|
|
turn to avoid being harmed.]</p>
|
|||
|
|
<p>Blood-Writ Bargain (cjr): [Create a pact
|
|||
|
|
enforced by celestials or fiends.]</p>
|
|||
|
|
<p>Clairvoyance [(div): Create a sensor at a distance, allowing
|
|||
|
|
you to see or hear through it.]</p>
|
|||
|
|
<p>Counterspell [(abj): Interrupt another spellcaster as they
|
|||
|
|
cast a spell.]</p>
|
|||
|
|
<p>Darklight [(evo): Create a heatless flame that sheds light
|
|||
|
|
only you and creatures you choose can see.]</p>
|
|||
|
|
<p>Dispel Magic (abj): End ongoing magical effects.</p>
|
|||
|
|
<p>Fear [(ill): Frighten creatures in a cone-shaped area.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Fireball [(evo): Engulf an area in a blast of flame that
|
|||
|
|
deals 6d6 fire damage.]</p>
|
|||
|
|
<p>Fly (tra): Grant a creature the ability to fly.</p>
|
|||
|
|
<p>Gaseous Form [(tra): Make a creature insubstantial and able
|
|||
|
|
to fly.]</p>
|
|||
|
|
<p>Glyph of Warding [(abj): Create a magical trap, storing a
|
|||
|
|
spell or burst of harmful energy within a rune.]</p>
|
|||
|
|
<p>Haste [(tra): Allow a creature to move and act more
|
|||
|
|
quickly.]</p>
|
|||
|
|
<p>Hypnotic Pattern [(ill): Create a beguiling pattern in the
|
|||
|
|
air that charms and incapacitates its viewers.]</p>
|
|||
|
|
<p>Lightning Bolt [(evo): Shoot lighting through multiple
|
|||
|
|
enemies.]</p>
|
|||
|
|
<p>Magic Circle [(abj): Create a protective cylinder of
|
|||
|
|
magic.]</p>
|
|||
|
|
<p>Major Image [(ill): Create a large, realistic illusion.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Nondetection [(abj): Hide a person, place, or thing from
|
|||
|
|
divination magic for 8 hours.]</p>
|
|||
|
|
<p>Phantom Steed [(ill): Conjure an ephemeral creature to use
|
|||
|
|
as a mount.]</p>
|
|||
|
|
<p>Poison Skin [(abj): Make a creature brightly colored and
|
|||
|
|
poisonous to the touch.]</p>
|
|||
|
|
<p>Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Sending [(evo): Send a short message to another creature, no
|
|||
|
|
matter their location.]</p>
|
|||
|
|
<p>Slow [(tra): Slow time for six creatures, making them
|
|||
|
|
sluggish and vulnerable.]</p>
|
|||
|
|
<p>Stinking Cloud (cjr): [Make a thick, noxious
|
|||
|
|
cloud that leaves foes retching and unable to act.]</p>
|
|||
|
|
<p>Tiny Hut [(evo): Create an immobile dome of protective force
|
|||
|
|
that shelters the party.]</p>
|
|||
|
|
<p>Tongues [(div): Understand any heard language and be
|
|||
|
|
understood by others you speak to.]</p>
|
|||
|
|
<p>Vampiric Touch [(nec): Make a touch attack that drains life
|
|||
|
|
force and heals your wounds.]</p>
|
|||
|
|
<p>Water Breathing [(tra): Grant up to 10 willing creatures the
|
|||
|
|
ability to breathe underwater for 24 hours.]</p>
|
|||
|
|
<p>Water Walk [(tra): Grant up to 10 willing creatures the
|
|||
|
|
ability to walk on liquid surfaces as if they were solid ground for 1
|
|||
|
|
hour.]</p>
|
|||
|
|
<p>Whirlwind Kick [(tra): Unleash a spinning kick that strikes
|
|||
|
|
creatures in a 60-foot line and carries you across the battlefield.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<h2>4th-Level</h2>
|
|||
|
|
<p>Arcane Eye [(div): Use a magical eye to invisibly
|
|||
|
|
scout.]</p>
|
|||
|
|
<p>Banishment [(abj): Send a creature to another plane.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Black Tentacles (cjr): [Summon forth
|
|||
|
|
tentacles from the ground to restrain and damage creatures.]</p>
|
|||
|
|
<p>Blight [(nec): Attack a creature by drawing the moisture
|
|||
|
|
from it, harming most and devastating plants.]</p>
|
|||
|
|
<p>Charm Monster [(enc): Make a creature view you as a trusted
|
|||
|
|
friend.]</p>
|
|||
|
|
<p>Confusion [(enc): Strike confusion into the minds of your
|
|||
|
|
enemies, making them act randomly.]</p>
|
|||
|
|
<p>Conjure Minor Elementals (cjr): [Summon one,
|
|||
|
|
two, or three elementals.]</p>
|
|||
|
|
<p>Control Water [(tra): A body of water moves at your
|
|||
|
|
command.]</p>
|
|||
|
|
<p>Dimension Door (cjr): [Teleport yourself and
|
|||
|
|
one willing creature great distances.]</p>
|
|||
|
|
<p>Fabricate [(tra): Magically transform raw materials into
|
|||
|
|
finished items.]</p>
|
|||
|
|
<p>Faithful Hound (cjr): [Summon a stationary,
|
|||
|
|
invisible magical guard dog.]</p>
|
|||
|
|
<p>Fire Shield [(evo): Gain resistance to and deal cold or fire
|
|||
|
|
damage to creatures that hit you.]</p>
|
|||
|
|
<p>Greater Invisibility [(ill): Turn a creature invisible even
|
|||
|
|
while it takes hostile actions.]</p>
|
|||
|
|
<p>Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
|||
|
|
illusion that transforms it.]</p>
|
|||
|
|
<p>Ice Storm [(evo): Batter an area with massive shards of
|
|||
|
|
ice.]</p>
|
|||
|
|
<p>Locate Creature [(div): Know the whereabouts of a specific,
|
|||
|
|
nearby creature.]</p>
|
|||
|
|
<p>Mindshield [(abj): Grant resistance to psychic damage and
|
|||
|
|
protection from charms and fear.]</p>
|
|||
|
|
<p>Phantasmal Killer [(ill): Manifest a creature's fears,
|
|||
|
|
causing it to take damage and become frightened.]</p>
|
|||
|
|
<p>Polymorph [(tra): Temporarily transform a creature into
|
|||
|
|
another creature.]</p>
|
|||
|
|
<p>Private Sanctum [(abj): Secure an area from spying and
|
|||
|
|
intrusion.]</p>
|
|||
|
|
<p>Rage of the Meek [(tra): Become a fearsome, arcane-empowered
|
|||
|
|
warrior.]</p>
|
|||
|
|
<p>Resilient Sphere [(evo): Create an impenetrable sphere of
|
|||
|
|
energy around a creature.]</p>
|
|||
|
|
<p>Secret Chest (cjr): [Hide a storage chest on
|
|||
|
|
the Ethereal Plane and recall it at will.]</p>
|
|||
|
|
<p>Stone Shape [(tra): Reshape stone into something beneficial,
|
|||
|
|
like a weapon or door.]</p>
|
|||
|
|
<p>Stoneskin [(abj): Make a creature resistant to weapon
|
|||
|
|
damage.]</p>
|
|||
|
|
<p>Wall of Fire [(evo): Create a wall of fire in the shape of a
|
|||
|
|
line or circle that both obscures sight and deals fire damage.]</p>
|
|||
|
|
<h2>5th-Level</h2>
|
|||
|
|
<p>Animate Objects [(tra): Create constructs to smite
|
|||
|
|
foes.]</p>
|
|||
|
|
<p>Arcane Hand [(evo): Conjure a magical hand that crushes,
|
|||
|
|
grapples, slaps, and wards away enemies.]</p>
|
|||
|
|
<p>Cloudkill (cjr): [Create a cloud of poisonous
|
|||
|
|
fog that obscures the area and damages creatures.]</p>
|
|||
|
|
<p>Cone of Cold [(evo): Create a blast of frigid air, dealing
|
|||
|
|
damage in a cone.]</p>
|
|||
|
|
<p>Conjure Elemental (cjr): [Summon a bound
|
|||
|
|
elemental to aid you.]</p>
|
|||
|
|
<p>Contact Other Plane [(div): Risk your sanity in order to
|
|||
|
|
question an otherworldly being.]</p>
|
|||
|
|
<p>Creation [(ill): Create from shadow-stuff a physical object
|
|||
|
|
no larger than a 5-foot cube.]</p>
|
|||
|
|
<p>Dominate Person [(enc): Take over the mind of a
|
|||
|
|
humanoid.]</p>
|
|||
|
|
<p>Dream [(ill): Invade a creature's dreams to communicate with
|
|||
|
|
and possibly terrorize it.]</p>
|
|||
|
|
<p>Eldritch Cube (cjr): [Summon a black,
|
|||
|
|
nonreflective, incorporeal cube that deals psychic damage to creatures
|
|||
|
|
that touch it.]</p>
|
|||
|
|
<p>Geas [(enc): Give a creature a command with an extremely
|
|||
|
|
long duration.]</p>
|
|||
|
|
<p>Hold Monster (enc): Paralyze a creature.</p>
|
|||
|
|
<p>Legend Lore [(div): Magically obtain knowledge about a
|
|||
|
|
creature or topic.]</p>
|
|||
|
|
<p>Mislead [(ill): Confuse those around you by replacing
|
|||
|
|
yourself with a duplicate.]</p>
|
|||
|
|
<p>Modify Memory (enc): Alter a creature's memory.</p>
|
|||
|
|
<p>Passwall [(tra): Create a hole in certain surfaces for easy
|
|||
|
|
passage.]</p>
|
|||
|
|
<p>Planar Binding [(abj): Force a creature from another plane
|
|||
|
|
of existence to become your servant.]</p>
|
|||
|
|
<p>Scrying [(div): Observe a creature on the same plane of
|
|||
|
|
existence as you.]</p>
|
|||
|
|
<p>Seeming [(ill): Craft an illusory appearance for as many
|
|||
|
|
creatures as you choose.]</p>
|
|||
|
|
<p>Storm Kick [(tra): Travel across the battlefield to deliver
|
|||
|
|
a thunderous kick.]</p>
|
|||
|
|
<p>Telekinesis [(tra): Use the power of thought to move a
|
|||
|
|
creature or object.]</p>
|
|||
|
|
<p>Telepathic Bond [(evo): Create a telepathic link between
|
|||
|
|
creatures.]</p>
|
|||
|
|
<p>Teleportation Circle (cjr): [Draw a circle
|
|||
|
|
and open a shimmering portal to another location.]</p>
|
|||
|
|
<p>Wall of Force [(evo): Create a wall of invisible force in
|
|||
|
|
the shape of a hemisphere, sphere, or flat surface that is almost
|
|||
|
|
invulnerable.]</p>
|
|||
|
|
<p>Wall of Stone [(evo): Create a wall, bridge, or ramp of
|
|||
|
|
nonmagical stone.]</p>
|
|||
|
|
<p>Warrior's Instincts [(div): Sharpen your senses to
|
|||
|
|
anticipate incoming attacks and find weaknesses in the defenses of your
|
|||
|
|
foes.]</p>
|
|||
|
|
<h2>6th-Level</h2>
|
|||
|
|
<p>Chain Lightning [(evo): Fire a bolt of lightning that arcs
|
|||
|
|
to multiple foes.]</p>
|
|||
|
|
<p>Circle of Death [(nec): Suck the life force from an area,
|
|||
|
|
dealing necrotic damage in a large sphere.]</p>
|
|||
|
|
<p>Contingency [(evo): Prepare a spell to trigger under certain
|
|||
|
|
conditions.]</p>
|
|||
|
|
<p>Create Undead [(nec): Raise three or fewer humanoid corpses
|
|||
|
|
as ghouls.]</p>
|
|||
|
|
<p>Disintegrate [(tra): Use a magical ray to disintegrate a
|
|||
|
|
creature or object.]</p>
|
|||
|
|
<p>Eyebite [(nec): Use a gaze attack to curse creatures.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Flesh to Stone (tra): Turn a creature to stone.</p>
|
|||
|
|
<p>Freezing Sphere [(evo): Unleash an arctic blast that deals
|
|||
|
|
8d8 cold damage and freezes water in the area.]</p>
|
|||
|
|
<p>Globe of Invulnerability [(abj): Create a sphere protected
|
|||
|
|
from outside magic.]</p>
|
|||
|
|
<p>Guards and Wards [(abj): Ward an area, making it difficult
|
|||
|
|
to traverse for those that you do not permit.]</p>
|
|||
|
|
<p>Instant Summons (cjr): [Enchant an item so
|
|||
|
|
that it can be summoned with a word.]</p>
|
|||
|
|
<p>Irresistible Dance [(enc): Cripple a creature with the urge
|
|||
|
|
to dance.]</p>
|
|||
|
|
<p>Magic Jar [(nec): Move your soul into a jar in order to
|
|||
|
|
possess another creature.]</p>
|
|||
|
|
<p>Mass Suggestion [(enc): Convince up to 12 creatures to carry
|
|||
|
|
out a simple instruction.]</p>
|
|||
|
|
<p>Move Earth [(tra): Bend the earth to create permanent
|
|||
|
|
changes to the terrain.]</p>
|
|||
|
|
<p>Programmed Illusion [(ill): Set an illusion that triggers
|
|||
|
|
once a specified condition is met.]</p>
|
|||
|
|
<p>Sunbeam [(evo): A beam of sunlight damages and blinds
|
|||
|
|
creatures in its path each turn.]</p>
|
|||
|
|
<p>True Seeing [(div): Grant truesight to one creature,
|
|||
|
|
allowing it to notice secret doors hidden by magic and see into the
|
|||
|
|
Ethereal Plane.]</p>
|
|||
|
|
<p>Wall of Flesh [(evo): Create a wall of squirming bodies,
|
|||
|
|
groping arms and tentacles, and moaning, biting mouths.]</p>
|
|||
|
|
<p>Wall of Ice [(evo): Create a wall of ice in the shape of a
|
|||
|
|
hemisphere, sphere, or flat surface that deals cold damage.]</p>
|
|||
|
|
<p>Wormway [(enc): Call forth a purple worm that carries you
|
|||
|
|
and up to 50 creatures across a vast distance.]</p>
|
|||
|
|
<h2>7th-Level</h2>
|
|||
|
|
<p>Angel Paradox [(evo): Deal 40 radiant damage that ignores
|
|||
|
|
resistances and protects a corpse from being turned into undead.]{.c6
|
|||
|
|
.c7}</p>
|
|||
|
|
<p>Arcane Sword [(evo): Create a deadly, sword-shaped force
|
|||
|
|
that attacks at your command.]</p>
|
|||
|
|
<p>Delayed Blast Fireball [(evo): Create a fiery explosion that
|
|||
|
|
deals more damage the longer it is held before release.]</p>
|
|||
|
|
<p>Enrage Architecture [(tra): Animate a building and make it
|
|||
|
|
lash out at its inhabitants and surroundings.]</p>
|
|||
|
|
<p>Etherealness [(tra): Enter the border of the Ethereal
|
|||
|
|
Plane.]</p>
|
|||
|
|
<p>Finger of Death [(nec): Wrack a creature with negative
|
|||
|
|
energy that deals 7d8+30 necrotic damage.]</p>
|
|||
|
|
<p>Forcecage [(evo): Creatures in the area are trapped in an
|
|||
|
|
invisible cube of force.]</p>
|
|||
|
|
<p>Inescapable Malady [(nec): Infect a creature with an arcane
|
|||
|
|
disease.]</p>
|
|||
|
|
<p>Magnificent Mansion (cjr): [Create a
|
|||
|
|
magnificent extradimensional dwelling.]</p>
|
|||
|
|
<p>Mirage Arcane [(ill): Transform an area of terrain with a
|
|||
|
|
convincing, immersive illusion.]</p>
|
|||
|
|
<p>Plane Shift (cjr): [Transport yourself and
|
|||
|
|
allies to another plane of existence or banish an enemy there.]</p>
|
|||
|
|
<p>Prismatic Spray [(evo): Unleash a kaleidoscopic cone of
|
|||
|
|
energy that deals various types of damage and harmful effects.]</p>
|
|||
|
|
<p>Project Image [(ill): Create an illusionary duplicate you
|
|||
|
|
can sense through.]</p>
|
|||
|
|
<p>Reverse Gravity [(tra): Reverse the gravity of a specific
|
|||
|
|
area.]</p>
|
|||
|
|
<p>Sequester [(tra): Place a willing creature in suspended
|
|||
|
|
animation and hide them away.]</p>
|
|||
|
|
<p>Simulacrum (ill): Create a copy of a creature.</p>
|
|||
|
|
<p>Sporesight [(evo): Create a 50-foot-radius cloud of spores
|
|||
|
|
that allows you to see everything in the area.]</p>
|
|||
|
|
<p>Symbol [(abj): Inscribe a potent arcane glyph, setting a
|
|||
|
|
magical trap for unsuspecting creatures.]</p>
|
|||
|
|
<p>Teleport (cjr): [Teleport one or more
|
|||
|
|
creatures instantly across vast distances.]</p>
|
|||
|
|
<p>Unholy Star [(cjr): Explode a meteor ripped from the sky
|
|||
|
|
into four fiery chunks that rain down unholy energies.]</p>
|
|||
|
|
<h2>8th-Level</h2>
|
|||
|
|
<p>Antimagic Field [(abj): Negate magic within a small
|
|||
|
|
area.]</p>
|
|||
|
|
<p>Antipathy/Sympathy [(enc): Create an attraction or distaste
|
|||
|
|
in intelligent creatures.]</p>
|
|||
|
|
<p>Clone [(nec): Create a duplicate of a creature that awakens
|
|||
|
|
upon the original's death.]</p>
|
|||
|
|
<p>Control Weather [(tra): Alter the weather in a 5-mile
|
|||
|
|
radius.]</p>
|
|||
|
|
<p>Demiplane (cjr): [Create a doorway to a
|
|||
|
|
dimension you create.]</p>
|
|||
|
|
<p>Dominate Monster [(enc): Take over the mind of a
|
|||
|
|
creature.]</p>
|
|||
|
|
<p>Feeblemind (enc): Crush a creature's mind.</p>
|
|||
|
|
<p>Heart of Dis [(nec): Magically replace your heart with one
|
|||
|
|
forged on the second layer of Hell.]</p>
|
|||
|
|
<p>Incendiary Cloud (cjr): [Create a roiling
|
|||
|
|
cloud of fire and ash that immolates all within it.]</p>
|
|||
|
|
<p>Maze [(cjr): Banish a creature to a maze contained within
|
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its own demiplane.]</p>
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<p>Mind Blank [(abj): Prevent a creature's mind from being
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read.]</p>
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<p>Power Word Stun [(enc): Stun a creature with a single
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word.]</p>
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<p>Sunburst [(evo): A burst of radiant sunlight damages and
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blinds creatures caught in its area.]</p>
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<h2>9th-Level</h2>
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<p>Astral Projection (nec): Travel the astral plane.</p>
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<p>Foresight [(div): Grant preternatural awareness to a
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creature that makes it immune to being surprised and grants it advantage
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on checks.]</p>
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<p>Gate (cjr): [Create a portal to another
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plane.]</p>
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<p>Imprisonment [(abj): Imprison a creature with one of several
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powerful binding effects.]</p>
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<p>Meteor Swarm [(evo): Cause fiery spheres to fall from the
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sky for up to a mile.]</p>
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<p>Power Word Kill [(enc): Slay a creature with a single
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word.]</p>
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<p>Prismatic Wall [(abj): Create a wall of potent kaleidoscopic
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energy that inflicts a number of effects on those that trespass.]{.c6
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.c7}</p>
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<p>Raise Hell [(tra): Transform the land around you into a
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blasted hellscape.]</p>
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<p>Shapechange [(tra): Take on the form of another
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creature.]</p>
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<p>Time Stop (tra): Stop time and take extra turns.</p>
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<p>True Polymorph [(tra): Change a creature into another
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creature or object, or an object into a creature.]</p>
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<p>Weird [(ill): Create nightmarish illusions for all creatures
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in a 30-foot sphere, causing both fright and psychic damage.]</p>
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<p>Wish (cjr): [Duplicate any other spell
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regardless of requirements, choose from a list of other effects, or
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create your own---be careful.]</p>
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<p>Writhing Transformation [(tra): Permanently transform your
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body into a mass of wriggling worms.]</p>
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<div>
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A5E System Reference Document
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</div>
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</body>
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</html>
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