├── tutorial ├── .gitignore ├── README.md ├── Character └── Classes │ ├── Fighter │ ├── Fighter (Champion).xml │ ├── Fighter (Sharpshooter).xml │ ├── Fighter (Samurai).xml │ ├── Fighter (Purple Dragon Knight).xml │ ├── Fighter (Knight).xml │ └── Fighter (Monster Hunter).xml │ ├── Monk │ ├── Monk (Long Death).xml │ ├── Monk (Drunken Master).xml │ ├── Monk (Sun Soul).xml │ ├── Monk (Open Hand).xml │ └── Monk (Kensei).xml │ ├── Bard │ ├── Bard (Valor).xml │ └── Bard (Lore).xml │ ├── Rogue │ ├── Rogue (Thief).xml │ ├── Rogue (Scout).xml │ ├── Rogue (Assassin).xml │ ├── Rogue (Mastermind).xml │ ├── Rogue (Swashbuckler).xml │ └── Rogue (Inquisitive).xml │ ├── Wizard │ ├── Wizard (Conjuration).xml │ ├── Wizard (Evocation).xml │ ├── Wizard (War).xml │ ├── Wizard (Illusion).xml │ ├── Wizard (Divination).xml │ ├── Wizard (Abjuration).xml │ ├── Wizard (Necromancy).xml │ ├── Wizard (Bladesinger).xml │ ├── Wizard (Enchantment).xml │ └── Wizard (Theurgy).xml │ ├── Barbarian │ ├── Barbarian (Berserker).xml │ ├── Barbarian (Battlerager).xml │ ├── Barbarian (Zealot).xml │ └── Barbarian (Ancestral Guardian).xml │ ├── Druid │ ├── Druid (Moon).xml │ ├── Druid (Twilight).xml │ ├── Druid (Dreams).xml │ └── Druid (Land).xml │ ├── Warlock │ ├── Warlock (Fiend).xml │ ├── Warlock (Great Old One).xml │ ├── Warlock (Archfey).xml │ └── Warlock (Undying).xml │ ├── Ranger │ ├── Ranger (Deep Stalker).xml │ ├── Ranger (Monster Slayer).xml │ ├── Ranger (Horizon Walker).xml │ └── Ranger (Primeval Guardian).xml │ ├── Sorcerer │ ├── Sorcerer (Storm).xml │ ├── Sorcerer (Draconic).xml │ ├── Sorcerer (Favored Soul).xml │ └── Sorcerer (Shadow).xml │ ├── Cleric │ ├── Cleric (Death).xml │ ├── Cleric (Tempest).xml │ ├── Cleric (Life).xml │ ├── Cleric (War).xml │ ├── Cleric (Nature).xml │ ├── Cleric (Trickery).xml │ └── Cleric (Light).xml │ └── Paladin │ └── Paladin (Oathbreaker).xml ├── Homebrew & Third Party └── Races │ └── Orc.xml └── Spells └── SCAG Spells.xml /tutorial: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | .dropbox 2 | 3 | # typical OS meta-files 4 | desktop.ini 5 | .ds_store 6 | 7 | # Editor meta-files 8 | .idea/ 9 | 10 | # My Publish Script 11 | publish* -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # DnDAppFiles 2 | 3 | Files for the GM5 and Fight Club apps from Lion's Den. 4 | 5 | ## Pull Requests Welcome! 6 | 7 | Please feel free to submit PR's. I want to foster and rebuild a community around the work to maintain this repo. 8 | 9 | This is an actively maintained fork of the original repo by @ceryliae. Additionally, I periodically review others' 10 | branches, and may merge them into this repo. 11 | 12 | ## Importable Compendiums 13 | 14 | For your convenience, I have shared the importable compendiums in a Dropbox folder accessible with this link: https://goo.gl/t3Rbnh 15 | 16 | All files will be kept up-to-date with every build made from the latest merges. 17 | 18 | ## Note! 19 | 20 | Please do NOT use these files unless you know what you are doing. The files here are a work in progress, and are not guaranteed to work properly when imported. 21 | 22 | Not all files use a format consumable by GM5 and Fight Club, in particular the various files under Classes use `` and `` tags that compile into standard format with the `create_compendiums.py` python script. 23 | 24 | ## Legal-ish 25 | 26 | We are not affiliated with Leo or Lion's Den in any way. 27 | -------------------------------------------------------------------------------- /Character/Classes/Fighter/Fighter (Champion).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Fighter (Champion) 5 | 6 | 7 | 8 | Martial Archetype: Champion 9 | The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. 10 | 11 | 12 | Champion: Improved Critical 13 | Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. 14 | 15 | 16 | 17 | 18 | 19 | Champion: Remarkable Athlete 20 | Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. 21 | In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. 22 | 23 | 24 | 25 | 26 | 27 | Champion: Additional Fighting Style 28 | At 10th level, you can choose a second option from the Fighting Style class feature. 29 | 30 | 31 | 32 | 33 | 34 | Champion: Superior Critical 35 | Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. 36 | 37 | 38 | 39 | 40 | 41 | Champion: Survivor 42 | At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. 43 | 44 | 45 | 46 | -------------------------------------------------------------------------------- /Homebrew & Third Party/Races/Orc.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Orc (Gray / Mountain) 6 | M 7 | 30 8 | Str 2, Wis 1 9 | 10 | Darkvision 11 | Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 12 | 13 | 14 | Cold Adapted 15 | You have resistance to cold damage. 16 | 17 | 18 | Natural Hunter 19 | You gain proficiency with hand axe's and spears. 20 | 21 | 22 | Mountain Tracker 23 | You gain advantage to Wisdom (Survival) checks to track creatures in mountainous terrain. 24 | 25 | 26 | Mountain Born 27 | You’re acclimated to high altitude, including elevations above 0,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. 28 | 29 | 30 | 31 | Sun Adapted 32 | Due to the way these orc's have lived over the many generations they have become accustomed to the sun and have over come their sunlight sensitivity. 33 | 34 | 35 | 36 | 37 | Common Orc (Green / Brown) 38 | 39 | 40 | Str 2, Con 1 41 | 42 | Aggressive 43 | Once per short rest, as a bonus action you can move up to your speed towards a hostile creature more then 5ft away that you can see. 44 | 45 | 46 | Battle Ready 47 | Proficiency with Great axe's and Lances. 48 | 49 | 50 | Relentless Endurance 51 | When you are reduced to 0 hit points but are not killed out right, you can drop to 1 hp instead. Can only be used once per long rest. 52 | 53 | 54 | Savage Attacks 55 | When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. 56 | 57 | 58 | 59 | -------------------------------------------------------------------------------- /Character/Classes/Monk/Monk (Long Death).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Monk (Long Death) 5 | 6 | 7 | 8 | Monastic Tradition: Way of the Long Death 9 | Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. 10 | 11 | 12 | Way of the Long Death: Touch of Death 13 | Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). 14 | 15 | 16 | 17 | 18 | 19 | Way of the Long Death: Hour of Reaping 20 | At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. 21 | 22 | 23 | 24 | 25 | 26 | Way of the Long Death: Mastery of Death 27 | Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. 28 | 29 | 30 | 31 | 32 | 33 | Way of the Long Death: Touch of the Long Death 34 | Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one. 35 | 36 | 37 | 38 | 39 | -------------------------------------------------------------------------------- /Character/Classes/Bard/Bard (Valor).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Bard (Valor) 5 | 6 | 7 | 8 | Bard College: College of Valor 9 | Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate 10 | 11 | Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. 12 | 13 | 14 | College of Valor: Bonus Proficiencies 15 | When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. 16 | 17 | 18 | College of Valor: Combat Inspiration 19 | Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. 20 | 21 | 22 | 23 | 24 | 25 | College of Valor: Extra Attack 26 | Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 27 | 28 | 29 | 30 | 31 | 32 | College of Valor: Battle Magic 33 | At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. 34 | 35 | 36 | 37 | 38 | -------------------------------------------------------------------------------- /Character/Classes/Rogue/Rogue (Thief).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Rogue (Thief) 5 | 6 | 7 | 8 | Roguish Archetype: Thief 9 | You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. 10 | 11 | Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level. 12 | 13 | 14 | 15 | Thief: Fast Hands 16 | Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. 17 | 18 | 19 | Thief: Second-Story Work 20 | When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. 21 | In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. 22 | 23 | 24 | 25 | 26 | 27 | Thief: Supreme Sneak 28 | Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. 29 | 30 | 31 | 32 | 33 | 34 | Thief: Use Magic Device 35 | By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. 36 | 37 | 38 | 39 | 40 | 41 | Thief: Thief's Reflexes 42 | When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. 43 | 44 | 45 | 46 | 47 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Conjuration).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Conjuration) 5 | 6 | 7 | 8 | Arcane Tradition: Conjuration 9 | As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. 10 | 11 | 12 | 13 | School of Conjuration: Conjuration Savant 14 | Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. 15 | 16 | 17 | School of Conjuration: Minor Conjuration 18 | Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. 19 | The object disappears after 1 hour, when you use this feature again, or if it takes any damage. 20 | 21 | 22 | 23 | 24 | 25 | School of Conjuration: Benign Transposition 26 | Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. 27 | Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. 28 | 29 | 30 | 31 | 32 | 33 | School of Conjuration: Focused Conjuration 34 | Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. 35 | 36 | 37 | 38 | 39 | 40 | School of Conjuration: Durable Summons 41 | Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. 42 | 43 | 44 | 45 | 46 | -------------------------------------------------------------------------------- /Character/Classes/Barbarian/Barbarian (Berserker).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Barbarian (Berserker) 5 | 6 | 7 | 8 | Primal Path: Path of the Berserker 9 | For some barbarians, rage is a means to an end -- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being. 10 | 11 | 12 | Path of the Berserker: Frenzy 13 | Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. 14 | 15 | 16 | 17 | 18 | 19 | Path of the Berserker: Mindless Rage 20 | Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. 21 | 22 | 23 | 24 | 25 | 26 | Path of the Berserker: Intimidating Presence 27 | Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. 28 | If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. 29 | 30 | 31 | 32 | 33 | 34 | Path of the Berserker: Retaliation 35 | Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. 36 | 37 | 38 | 39 | 40 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Evocation).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Evocation) 5 | 6 | 7 | 8 | Arcane Tradition: Evocation 9 | You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. 10 | 11 | 12 | 13 | School of Evocation: Evocation Savant 14 | Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. 15 | 16 | 17 | School of Evocation: Sculpt Spells 18 | Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. 19 | 20 | 21 | 22 | 23 | 24 | School of Evocation: Potent Cantrip 25 | Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. 26 | 27 | 28 | 29 | 30 | 31 | School of Evocation: Empowered Evocation 32 | Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. 33 | 34 | 35 | 36 | 37 | 38 | School of Evocation: Overchannel 39 | Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. 40 | The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. 41 | 42 | 43 | 44 | 45 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (War).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (War) 5 | 6 | 7 | 8 | Arcane Tradition: War Magic 9 | A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration. It teaches techniques that empower a caster’s spells, while also providing methods for a wizard to bolster their own defenses. 10 | 11 | Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any flimsy piece of steel. War mages strike fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. 12 | 13 | 14 | Arcane Deflection 15 | At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or fail a Constitution saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. 16 | When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. 17 | 18 | 19 | Tactical Wit 20 | Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Intelligence modifier. 21 | 22 | 23 | 24 | 25 | 26 | Power Surge 27 | Starting at 6th level, you can empower your spells that unleash harm on groups of foes. When you force multiple creatures to make saving throws against the damage of one of your spells, you can increase the spell’s damage by rolling two more of its damage dice. This increase occurs only on the turn you cast the spell. 28 | Once you use this feature, you can’t use it again until you finish a short or long rest. 29 | 30 | 31 | 32 | 33 | 34 | Durable Magic 35 | Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. 36 | 37 | 38 | 39 | 40 | 41 | Deflecting Shroud 42 | At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, magical energy arcs from you; each creature of your choice within 10 feet of you takes force damage equal to half your wizard level. 43 | 44 | 45 | 46 | -------------------------------------------------------------------------------- /Character/Classes/Monk/Monk (Drunken Master).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Monk (Drunken Master) 5 | 6 | 7 | 8 | Monastic Tradition: Way of the Drunken Master (UA) 9 | The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant but proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. Cunning warriors can see through the drunken master’s apparent incompetence to recognize the masterful technique employed. 10 | 11 | This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option. 12 | 13 | 14 | Way of the Drunken Master: Drunken Technique 15 | When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester. 16 | You also learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. 17 | 18 | 19 | 20 | 21 | 22 | Way of the Drunken Master: Tipsy Sway 23 | At 6th level, your swaying in combat becomes maddeningly unpredictable. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can’t use it again until you finish a short or long rest. 24 | 25 | 26 | 27 | 28 | 29 | Way of the Drunken Master: Drunkard’s Luck 30 | Starting at 11th level, you always seem to get a lucky bounce at just the right moment to save you from doom. When you make a saving throw, you can spend 1 ki point to give yourself advantage on that roll. You must decide to use this feature before rolling. 31 | 32 | 33 | 34 | 35 | 36 | Way of the Drunken Master: Intoxicated Frenzy 37 | At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn. 38 | 39 | 40 | 41 | 42 | -------------------------------------------------------------------------------- /Character/Classes/Druid/Druid (Moon).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Druid (Moon) 5 | 6 | 7 | 8 | Druid Circle: Circle of the Moon 9 | Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. 10 | 11 | Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood. 12 | 13 | 14 | Circle of Moon: Combat Wild Shape 15 | You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. 16 | Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. 17 | 18 | 19 | Circle of Moon: Circle Forms 20 | The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). 21 | Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. 22 | 23 | 24 | 25 | 26 | 27 | Circle of Moon: Primal Strike 28 | Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 29 | 30 | 31 | 32 | 33 | 34 | Circle of Moon: Elemental Wild Shape 35 | At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. 36 | 37 | 38 | 39 | 40 | 41 | Circle of Moon: Thousand Forms 42 | By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. 43 | 44 | 45 | 46 | 47 | -------------------------------------------------------------------------------- /Character/Classes/Fighter/Fighter (Sharpshooter).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Fighter (Sharpshooter) 5 | 6 | 7 | 8 | Martial Archetype: Sharpshooter (UA) 9 | The Sharpshooter is a master of ranged combat. An excellent sniper and eagle-eyed scout, this fighter is a perilous foe who can defeat an entire war band so long as they are kept at range. 10 | 11 | This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option. 12 | 13 | 14 | Sharpshooter: Steady Aim 15 | Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: 16 | 17 | • The attacks ignore half and three-quarters cover. 18 | 19 | • On each hit, the weapon deals additional damage to the target equal to 2 + half your fighter level. 20 | You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. 21 | 22 | 23 | 24 | 25 | 26 | Sharpshooter: Careful Eyes 27 | Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. 28 | You also gain proficiency in the Perception, Investigation, or Survival skill (choose one). 29 | 30 | 31 | 32 | 33 | 34 | Sharpshooter: Close-Quarters Shooting 35 | At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. 36 | In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn. 37 | 38 | 39 | 40 | 41 | 42 | Sharpshooter: Rapid Strike 43 | Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. 44 | 45 | 46 | 47 | 48 | 49 | Sharpshooter: Snap Shot 50 | Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action. 51 | 52 | 53 | 54 | 55 | -------------------------------------------------------------------------------- /Character/Classes/Rogue/Rogue (Scout).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Rogue (Scout) 5 | 6 | 7 | 8 | Roguish Archetype: Scout (UA) 9 | You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wild. 10 | 11 | This Roguish Archetype is from Unearthed Arcana: Ranger and Rogue, and as such may not be allowed in your game. Consult your DM before choosing this option. 12 | 13 | 14 | 15 | Scout: Survivalist 16 | When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. 17 | Nature, Survival 18 | Nature +PROF 19 | Survival +PROF 20 | 21 | 22 | Scout: Skirmisher 23 | Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. 24 | 25 | 26 | 27 | 28 | 29 | Scout: Superior Mobility 30 | At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. 31 | speed +10 32 | 33 | 34 | 35 | 36 | 37 | Scout: Ambush Master 38 | Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally’s initiative above yours, the ally’s initiative instead equals your initiative. 39 | Each of the allies also receives a 10 -foot increase to speed that lasts until the end of the ally’s next turn. 40 | 41 | 42 | 43 | 44 | 45 | Scout: Sudden Strike 46 | Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn. 47 | 48 | 49 | 50 | 51 | -------------------------------------------------------------------------------- /Character/Classes/Barbarian/Barbarian (Battlerager).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Barbarian (Battlerager) 5 | 6 | 7 | 8 | Primal Path: Path of the Battlerager 9 | Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. 10 | 11 | 12 | Path of the Battlerager: Restriction - Dwarves Only 13 | Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture. 14 | 15 | Your DM can lift this restriction to better suite the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms. 16 | 17 | 18 | Path of the Battlerager: Battlerager Armor 19 | When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. 20 | 21 | While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. 22 | 23 | Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds. 24 | 25 | 26 | 27 | 28 | 29 | Path of the Battlerager: Reckless Abandon 30 | Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. 31 | 32 | 33 | 34 | 35 | 36 | Path of the Battlerager: Battlerager Charge 37 | Beginning at 10th level, you can take the Dash action as a bonus action while you are raging. 38 | 39 | 40 | 41 | 42 | 43 | Path of the Battlerager: Spiked Retribution 44 | Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor 45 | 46 | 47 | 48 | 49 | -------------------------------------------------------------------------------- /Character/Classes/Rogue/Rogue (Assassin).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Rogue (Assassin) 5 | 6 | 7 | 8 | Roguish Archetype: Assassin 9 | You focus your training on the grim art of the death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. 10 | 11 | Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level. 12 | 13 | 14 | 15 | Assassin: Assassinate 16 | Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. 17 | 18 | 19 | Assassin: Bonus Proficiencies 20 | When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. 21 | 22 | 23 | 24 | 25 | 26 | Assassin: Infiltration Expertise 27 | Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. 28 | Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. 29 | 30 | 31 | 32 | 33 | 34 | Assassin: Impostor 35 | At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism. 36 | Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. 37 | 38 | 39 | 40 | 41 | 42 | Assassin: Death Strike 43 | Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. 44 | 45 | 46 | 47 | 48 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Illusion).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Illusion) 5 | 6 | 7 | 8 | Arcane Tradition: Illusion 9 | You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists - including many gnome wizards - are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain. 10 | 11 | 12 | 13 | School of Illusion: Illusion Savant 14 | Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. 15 | 16 | 17 | School of Illusion: Improved Minor Illusion 18 | When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. 19 | When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. 20 | 21 | 22 | 23 | 24 | 25 | School of Illusion: Malleable Illusions 26 | Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. 27 | 28 | 29 | 30 | 31 | 32 | School of Illusion: Illusory Step 33 | Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. 34 | Once you use this feature, you can't use it again until you finish a short or long rest. 35 | 36 | 37 | 38 | 39 | 40 | School of Illusion: Illusory Reality 41 | By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. 42 | The object can't deal damage or otherwise directly harm anyone. 43 | 44 | 45 | 46 | 47 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Divination).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Divination) 5 | 6 | 7 | 8 | Arcane Tradition: Divination 9 | The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. 10 | 11 | 12 | 13 | School of Divination: Divination Savant 14 | Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. 15 | 16 | 17 | School of Divination: Portent 18 | Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. 19 | Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. 20 | 21 | 22 | 23 | 24 | 25 | School of Divination: Expert Divination 26 | Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. 27 | 28 | 29 | 30 | 31 | 32 | School of Divination: The Third Eye 33 | Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest. 34 | Darkvision. You gain darkvision out to a range of 60 feet. 35 | Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. 36 | Greater Comprehension. You can read any language. 37 | See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight. 38 | 39 | 40 | 41 | 42 | 43 | School of Divination: Greater Portent 44 | Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. 45 | 46 | 47 | 48 | 49 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Abjuration).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Abjuration) 5 | 6 | 7 | 8 | Arcane Tradition: Abjuration 9 | The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. 10 | 11 | Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. 12 | 13 | 14 | 15 | School of Abjuration: Abjuration Savant 16 | Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. 17 | 18 | 19 | School of Abjuration: Arcane Ward 20 | Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. 21 | While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. 22 | Once you create the ward, you can't create it again until you finish a long rest. 23 | 24 | 25 | 26 | 27 | 28 | School of Abjuration: Projected Ward 29 | Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. 30 | 31 | 32 | 33 | 34 | 35 | School of Abjuration: Improved Abjuration 36 | Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. 37 | 38 | 39 | 40 | 41 | 42 | School of Abjuration: Spell Resistance 43 | Starting at 14th level, you have advantage on saving throws against spells. 44 | Furthermore, you have resistance against the damage of spells. 45 | 46 | 47 | 48 | 49 | -------------------------------------------------------------------------------- /Character/Classes/Warlock/Warlock (Fiend).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Warlock (Fiend) 5 | 6 | 7 | 8 | Otherworldly Patron: The Fiend 9 | You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. 10 | 11 | Expanded Spell List: The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 12 | 13 | 1st - burning hands, command 14 | 15 | 2nd - blindness/deafness, scorching ray 16 | 17 | 3rd - fireball, stinking cloud 18 | 19 | 4th - fire shield, wall of fire 20 | 21 | 5th - flame strike, hallow 22 | 23 | 24 | The Fiend: Dark One's Blessing 25 | Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). 26 | 27 | 28 | 29 | 30 | 31 | The Fiend: Dark One's Own Luck 32 | Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. 33 | Once you use this feature, you can't use it again until you finish a short or long rest 34 | 35 | 36 | 37 | 38 | 39 | The Fiend: Fiendish Resilience 40 | Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. 41 | 42 | 43 | 44 | 45 | 46 | The Fiend: Hurl Through Hell 47 | Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. 48 | At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d 10 psychic damage as it reels from its horrific experience. 49 | Once you use this feature, you can't use it again until you finish a long rest. 50 | 51 | 52 | 53 | 54 | -------------------------------------------------------------------------------- /Character/Classes/Fighter/Fighter (Samurai).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Fighter (Samurai) 5 | 6 | 7 | 8 | Martial Archetype: Samurai (UA) 9 | The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's willpower is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting. 10 | 11 | This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option. 12 | 13 | 14 | Samurai: Fighting Spirit 15 | Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn. 16 | You can use this feature three times. You regain all expended uses of it when you finish a short or long rest. 17 | 18 | 19 | 20 | 21 | 22 | Samurai: Elegant Courtier 23 | Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station. 24 | You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice. 25 | 26 | 27 | 28 | 29 | 30 | Samurai: Unbreakable Will 31 | At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one). 32 | Source: Unearthed Arcana: Fighter Martial Archetypes, p. 3 33 | wisdom 34 | 35 | 36 | 37 | 38 | 39 | Samurai: Rapid Strike 40 | Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. 41 | 42 | 43 | 44 | 45 | 46 | Samurai: Strength Before Death 47 | Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don't take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take. 48 | Once you use this feature, you can't use it again until you finish a long rest. 49 | 50 | 51 | 52 | 53 | -------------------------------------------------------------------------------- /Character/Classes/Rogue/Rogue (Mastermind).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Rogue (Mastermind) 5 | 6 | 7 | 8 | 9 | Roguish Archetype: Mastermind 10 | Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. 11 | 12 | Source: Sword Coast Adventurer's Guide, p. 135 13 | 14 | 15 | 16 | Mastermind: Master of Intrigue 17 | When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. 18 | Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. 19 | 20 | 21 | Mastermind: Master of Tactics 22 | Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. 23 | 24 | 25 | 26 | 27 | 28 | Mastermind: Insightful Manipulator 29 | Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: 30 | 31 | - Intelligence score 32 | - Wisdom score 33 | - Charisma score 34 | - Class levels (if any) 35 | 36 | At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. 37 | 38 | 39 | 40 | 41 | 42 | Mastermind: Misdirection 43 | Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. 44 | 45 | 46 | 47 | 48 | 49 | Mastermind: Soul of Deceit 50 | Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. 51 | Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic. 52 | 53 | 54 | 55 | 56 | -------------------------------------------------------------------------------- /Character/Classes/Bard/Bard (Lore).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Bard (Lore) 5 | 6 | 7 | 8 | Bard College: College of Lore 9 | Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. 10 | 11 | The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. 12 | 13 | The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. 14 | 15 | 16 | College of Lore: Bonus Proficiencies 17 | When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. 18 | 19 | 20 | College of Lore: Cutting Words 21 | Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. 22 | 23 | 24 | 25 | 26 | 27 | College of Lore: Additional Magical Secrets 28 | At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. 29 | 30 | 31 | 32 | 33 | 34 | College of Lore: Peerless Skill 35 | Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roil the die for the ability check, but before the DM tells you whether you succeed or fail. 36 | 37 | 38 | 39 | 40 | -------------------------------------------------------------------------------- /Character/Classes/Rogue/Rogue (Swashbuckler).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Rogue (Swashbuckler) 5 | 6 | 7 | 8 | 9 | Roguish Archetype: Swashbuckler 10 | You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Rakes, duelists, and pirates typically follow this archetype. 11 | 12 | A swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Swashbucklers are especially talented at making difficult maneuvers to escape enemies or attack from an unexpected direction. 13 | 14 | 15 | 16 | Swashbuckler: Fancy Footwork 17 | When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn. 18 | 19 | 20 | Swashbuckler: Rakish Audacity 21 | Starting at 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. 22 | In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you. 23 | 24 | 25 | 26 | 27 | 28 | Swashbuckler: Panache 29 | At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. 30 | If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. 31 | If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. 32 | 33 | 34 | 35 | 36 | 37 | Swashbuckler: Elegant Maneuver 38 | Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. 39 | 40 | 41 | 42 | 43 | 44 | Swashbuckler: Master Duelist 45 | Beginning at 17th level, your mastery of the blade lets you turn failure to success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. 46 | 47 | 48 | 49 | 50 | -------------------------------------------------------------------------------- /Character/Classes/Ranger/Ranger (Deep Stalker).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Ranger (Deep Stalker) 5 | 6 | 7 | 8 | Ranger Conclave: Deep Stalker Conclave 9 | Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface. 10 | 11 | Source: Unearthed Arcana: The Ranger, Revised, p. 6 12 | 13 | 14 | 15 | Deep Stalker Conclave: Deep Stalker Magic 16 | At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. 17 | You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of ranger spells you know. 18 | 19 | 3rd-disguise self 20 | 5th-rope trick 21 | 9th-glyph of warding 22 | 13th-greater invisibility 23 | 17th-seeming 24 | 25 | 26 | Deep Stalker Conclave: Underdark Scout 27 | At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. 28 | You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision. 29 | 30 | 31 | 32 | 33 | 34 | Deep Stalker Conclave: Extra Attack 35 | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 36 | 37 | 38 | 39 | 40 | 41 | Deep Stalker Conclave: Iron Mind 42 | At 7th level, you gain proficiency in Wisdom saving throws. 43 | Wisdom 44 | 45 | 46 | 47 | 48 | 49 | Deep Stalker Conclave: Stalker's Flurry 50 | Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. 51 | 52 | 53 | 54 | 55 | 56 | Deep Stalker Conclave: Stalker's Dodge 57 | At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined. 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Necromancy).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Necromancy) 5 | 6 | 7 | 8 | Arcane Tradition: Necromancy 9 | The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. 10 | 11 | Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. 12 | 13 | 14 | 15 | School of Necromancy: Necromancy Savant 16 | Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. 17 | 18 | 19 | School of Necromancy: Grim Harvest 20 | At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead. 21 | 22 | 23 | 24 | 25 | 26 | School of Necromancy: Undead Thralls 27 | At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. 28 | Whenever you create an undead using a necromancy spell, it has additional benefits: 29 | 30 | • The creature's hit point maximum is increased by an amount equal to your wizard level. 31 | • The creature adds your proficiency bonus to its weapon damage rolls. 32 | 33 | 34 | 35 | 36 | 37 | School of Necromancy: Inured to Undeath 38 | Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. 39 | 40 | 41 | 42 | 43 | 44 | School of Necromancy: Command Undead 45 | Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. 46 | Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. 47 | 48 | 49 | 50 | 51 | -------------------------------------------------------------------------------- /Character/Classes/Monk/Monk (Sun Soul).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Monk (Sun Soul) 5 | 6 | 7 | 8 | Monastic Tradition: Way of the Sun Soul 9 | Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. 10 | 11 | 12 | Way of the Sun Soul: Radiant Sun Bolt 13 | Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. 14 | You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. 15 | When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action. 16 | 17 | 18 | 19 | 20 | 21 | Way of the Sun Soul: Searing Arc Strike 22 | At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action. 23 | You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down). 24 | 25 | 26 | 27 | 28 | 29 | Way of the Sun Soul: Searing Sunburst 30 | At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. 31 | Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque. 32 | You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6. 33 | 34 | 35 | 36 | 37 | 38 | Way of the Sun Soul: Sun Shield 39 | At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. 40 | If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. 41 | 42 | 43 | 44 | 45 | -------------------------------------------------------------------------------- /Character/Classes/Druid/Druid (Twilight).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Druid (Twilight) 5 | 6 | 7 | 8 | Druid Circle: Circle of Twilight 9 | The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. 10 | These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life. 11 | 12 | This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option. 13 | 14 | 15 | Circle of Twilight: Harvest's Scythe 16 | Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level. 17 | When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead. 18 | You regain the expended dice when you finish a long rest. 19 | 20 | 21 | 22 | 23 | 24 | Circle of Twilight: Speech Beyond the Grave 25 | At 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak. 26 | Once you use this feature, you can't use it again until you finish a short or long rest. 27 | 28 | 29 | 30 | 31 | 32 | Circle of Twilight: Watcher at the Threshold 33 | At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws. 34 | 35 | 36 | 37 | 38 | 39 | Circle of Twilight: Paths of the Dead 40 | At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest. 41 | 42 | 43 | 44 | 45 | -------------------------------------------------------------------------------- /Character/Classes/Sorcerer/Sorcerer (Storm).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Sorcerer (Storm) 5 | 6 | 7 | 8 | Sorcerous Origin: Storm 9 | Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it. Your lineage might include the influence of potent air creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul. 10 | 11 | Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. 12 | 13 | 14 | Storm: Tempestuous Magic 15 | Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. 16 | 17 | 18 | Storm: Wind Speaker 19 | The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) 20 | 21 | 22 | 23 | 24 | 25 | Storm: Heart of the Storm 26 | At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level. 27 | 28 | 29 | Storm: Storm Guide 30 | At 6th level, you gain the ability to subtly control the weather around you. 31 | If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action. 32 | If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind. 33 | 34 | 35 | 36 | 37 | 38 | Storm: Storm's Fury 39 | Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. 40 | 41 | 42 | 43 | 44 | 45 | Storm: Wind Soul 46 | At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. 47 | As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3+your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. 48 | 49 | 50 | 51 | 52 | 53 | -------------------------------------------------------------------------------- /Character/Classes/Warlock/Warlock (Great Old One).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Warlock (Great Old One) 5 | 6 | 7 | 8 | Otherworldly Patron: The Great Old One 9 | Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. 10 | 11 | Expanded Spell List: The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 12 | 13 | 1st - dissonant whispers, Tasha's hideous laughter 14 | 15 | 2nd - detect thoughts, phantasmal force 16 | 17 | 3rd - clairvoyance, sending 18 | 19 | 4th - dominate beast, Evard's black tentacles 20 | 21 | 5th - dominate person, telekinesis 22 | 23 | 24 | 25 | The Great Old One: Awakened Mind 26 | Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 27 | 28 | 29 | 30 | 31 | 32 | The Great Old One: Entropic Ward 33 | At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. 34 | Once you use this feature, you can't use it again until you finish a short or long rest. 35 | 36 | 37 | 38 | 39 | 40 | The Great Old One: Thought Shield 41 | Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. 42 | 43 | 44 | 45 | 46 | 47 | The Great Old One: Create Thrall 48 | At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. 49 | You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. 50 | 51 | 52 | 53 | 54 | -------------------------------------------------------------------------------- /Character/Classes/Barbarian/Barbarian (Zealot).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Barbarian (Zealot) 5 | 6 | 7 | 8 | Primal Path: Path of the Zealot (UA) 9 | Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots - warriors who channel their rage into powerful displays of divine power. 10 | A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. 11 | 12 | This Primal Path is from Unearthed Arcana: Barbarian Primal Paths, and as such may not be allowed in your game. Consult your DM before choosing this option. 13 | 14 | 15 | Path of the Zealot: Divine Fury 16 | Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature. 17 | 18 | 19 | Path of the Zealot: Warrior of the Gods 20 | At 3rd level, your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you. 21 | 22 | 23 | 24 | 25 | 26 | Path of the Zealot: Zealot Focus 27 | At 6th level, the divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can't rage again until you finish a short or long rest. 28 | 29 | 30 | 31 | 32 | 33 | Path of the Zealot: Zealous Presence 34 | At 10th level, you learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains advantage on attack rolls and saving throws until the start of your next turn. 35 | Once you use this feature, you can't use it again until you finish a long rest. 36 | 37 | 38 | 39 | 40 | 41 | Path of the Zealot: Rage Beyond Death 42 | Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. 43 | While raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends. 44 | 45 | 46 | 47 | 48 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Bladesinger).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Bladesinger) 5 | 6 | 7 | 8 | Arcane Tradition: Bladesinger 9 | Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. 10 | 11 | 12 | 13 | Bladesinger: Restriction: Elves Only 14 | Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging. 15 | Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms. 16 | 17 | 18 | Bladesinger: Training in War and Song (Bladesinging) 19 | When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. 20 | You also gain proficiency in the Performance skill if you don't already have it. 21 | Performance 22 | 23 | 24 | Bladesinger: Bladesong 25 | Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. 26 | You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required). 27 | While your bladesong is active, you gain the following benefits: 28 | 29 | - You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). 30 | - Your walking speed increases by 10 feet. 31 | - You have advantage on Dexterity (Acrobatics) checks. 32 | - You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). 33 | 34 | You can use this feature twice. You regain all expended uses of it when you finish a short or long rest. 35 | 36 | 37 | 38 | 39 | 40 | Bladesinger: Extra Attack 41 | Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 42 | 43 | 44 | 45 | 46 | 47 | Bladesinger: Song of Defense 48 | Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level. 49 | 50 | 51 | 52 | 53 | 54 | Bladesinger: Song of Victory 55 | Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. 56 | 57 | 58 | 59 | 60 | -------------------------------------------------------------------------------- /Spells/SCAG Spells.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | Booming Blade (SCAG) 7 | 0 8 | EV 9 | 10 | 5 feet 11 | V, M (a weapon) 12 | 1 round 13 | Sorcerer, Warlock, Wizard 14 | As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. 15 | This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. 16 | 1d8 17 | 2d8 18 | 3d8 19 | 4d8 20 | 21 | 22 | Green-Flame Blade (SCAG) 23 | 0 24 | EV 25 | 26 | 5 feet 27 | V, M (a weapon) 28 | 1 round 29 | Sorcerer, Warlock, Wizard 30 | As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. 31 | This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level. 32 | 1d8 33 | 2d8 34 | 3d8 35 | 36 | 37 | Lightning Lure (SCAG) 38 | 0 39 | EV 40 | 41 | 15 feet 42 | V 43 | Instantaneous 44 | Sorcerer, Warlock, Wizard 45 | You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. 46 | The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 47 | 1d8 48 | 2d8 49 | 3d8 50 | 4d8 51 | 52 | 53 | Sword Burst (SCAG) 54 | 0 55 | C 56 | 57 | 5 feet 58 | V 59 | Instantaneous 60 | Sorcerer, Warlock, Wizard 61 | You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. 62 | The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 63 | 1d6 64 | 2d6 65 | 3d6 66 | 4d6 67 | 68 | -------------------------------------------------------------------------------- /Character/Classes/Monk/Monk (Open Hand).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Monk (Open Hand) 5 | 6 | 7 | 8 | Monastic Tradition: Way of the Open Hand 9 | Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. 10 | 11 | 12 | Way of the Open Hand: Open Hand Technique 13 | You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target. 14 | 15 | • It must succeed on a Dexterity saving throw or be knocked prone. 16 | 17 | • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. 18 | 19 | • It can't take reactions until the end of your next turn. 20 | 21 | 22 | 23 | 24 | 25 | Way of the Open Hand: Wholeness of Body 26 | You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. 27 | 28 | 29 | 30 | 31 | 32 | Way of the Open Palm: Tranquility 33 | Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your Proficiency bonus. 34 | 35 | Sanctuary gives this effect: You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. 36 | 37 | If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. 38 | 39 | 40 | 41 | 42 | 43 | Way of the Open Palm: Quivering Palm 44 | You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. 45 | 46 | You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. 47 | 48 | 49 | 50 | 51 | -------------------------------------------------------------------------------- /Character/Classes/Barbarian/Barbarian (Ancestral Guardian).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Barbarian (Ancestral Guardian) 5 | 6 | 7 | 8 | Primal Path: Path of the Ancestral Guardian (UA) 9 | Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid in a time of need. 10 | Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. 11 | In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. 12 | 13 | This Primal Path is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option. 14 | This had an earlier version included in Unearthed Arcana: Barbarian Primal Paths 15 | 16 | 17 | Path of the Ancestral Guardian: Ancestral Protectors 18 | Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. These warriors distract a foe you strike and hinder its attempts to harm your companions. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors. Until the start of your next turn or until your rage ends, that target has disadvantage on any attack roll that doesn't target you, and creatures other than you have resistance to the damage of the target’s attacks. 19 | 20 | 21 | 22 | 23 | 24 | Path of the Ancestral Guardian: Spirit Shield 25 | Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for your allies. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d8. 26 | When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 10th level and by 4d8 at 14th level. 27 | 28 | 29 | 30 | 31 | 32 | Path of the Ancestral Guardian: Consult the Spirits 33 | At 10th level, you gain the ability to consult with your ancestral spirits and use them to scout far- off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell. 34 | After you cast the spell in this way, you can’t do so again until you finish a short or long rest. 35 | 36 | 37 | 38 | 39 | 40 | Path of the Ancestral Guardian: Vengeful Ancestors 41 | At 14th level, your ancestral spirits grow powerful enough to strike foes that dare to harm those you protect. When you use your Spirit Shield to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents. 42 | 43 | 44 | 45 | 46 | -------------------------------------------------------------------------------- /Character/Classes/Rogue/Rogue (Inquisitive).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Rogue (Inquisitive) 5 | 6 | 7 | 8 | Roguish Archetype: Inquisitive (UA) 9 | As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils. 10 | 11 | This Roguish Archetype is from Unearthed Arcana: Gothic Heroes, and as such may not be allowed in your game. Consult your DM before choosing this option. 12 | 13 | 14 | 15 | Inquisitive: Ear for Deceit 16 | When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to sense if a creature is lying, you use the total of your check or 8 + your Wisdom modifier, whichever is higher. If you are proficient in Insight, you add your proficiency bonus to the fixed result. If you chose Insight as a skill augmented by your Expertise feature, add double your proficiency bonus. 17 | 18 | 19 | Inquisitive: Eye for Detail 20 | Starting at 3rd level, you can use the bonus action granted by your Cunning Action feature to make a Wisdom (Perception) check to spot a hidden creature or object, to make an Intelligence (Investigation) check to uncover and decipher clues, or to use Insightful Fighting (see below). 21 | 22 | 23 | Inquisitive: Insightful Fighting 24 | At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As an action (or as a bonus action using Eye for Detail), you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, opposed by the target's Charisma (Deception) check. If you succeed, you can use Sneak Attack against that creature even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. You can use Sneak Attack in this way even if you have disadvantage against the target. 25 | This benefit lasts for 1 minute or until you successfully use Insightful Fighting against a different target. 26 | 27 | 28 | 29 | 30 | 31 | Inquisitive: Steady Eye 32 | At 9th level, you gain advantage on any Wisdom (Perception) check made on your turn to find a hidden creature or object if you do not move during that turn. If you use this ability before moving, you cannot move or ready movement during your turn. 33 | 34 | 35 | 36 | 37 | 38 | Inquisitive: Unerring Eye 39 | At 13th level, you gain the ability to detect magical deception. As an action, you sense the presence within 30 feet of you of illusions, shapechanger creatures not in their true form, and other magic designed to deceive the senses. Though you determine that an effect is attempting to trick you, you gain no special insight into what is hidden or its true nature. 40 | 41 | 42 | 43 | 44 | 45 | Inquisitive: Eye for Weakness 46 | At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6. 47 | 48 | 49 | 50 | 51 | -------------------------------------------------------------------------------- /Character/Classes/Warlock/Warlock (Archfey).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Warlock (Archfey) 5 | 6 | 7 | Otherworldly Patron: The Archfey 8 | Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. 9 | 10 | Expanded Spell List: The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 11 | 12 | 1st - faerie fire, sleep 13 | 14 | 2nd - calm emotions, phantasmal force 15 | 16 | 3rd - blink, plant growth 17 | 18 | 4th - dominate beast, greater invisibility 19 | 20 | 5th - dominate person, seeming 21 | 22 | 23 | The Archfey: Fey Presence 24 | Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. 25 | Once you use this feature, you can't use it again until you finish a short or long rest. 26 | 27 | 28 | 29 | 30 | 31 | 32 | The Archfey: Misty Escape 33 | Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. 34 | Once you use this feature, you can't use it again until you finish a short or long rest. 35 | 36 | 37 | 38 | 39 | 40 | The Archfey: Beguiling Defenses 41 | Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. 42 | 43 | 44 | 45 | 46 | 47 | The Archfey: Dark Delirium 48 | Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. 49 | Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. 50 | You must finish a short or long rest before you can use this feature again. 51 | 52 | 53 | 54 | 55 | -------------------------------------------------------------------------------- /Character/Classes/Fighter/Fighter (Purple Dragon Knight).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Fighter (Purple Dragon Knight) 5 | 6 | 7 | 8 | Martial Archetype: Purple Dragon Knight (Banneret) 9 | Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. 10 | A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. 11 | A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had. 12 | 13 | 14 | Purple Dragon Knight: Restriction: Knighthood 15 | Purple Dragon Knights are tied to a specific order of Cormyrean knighthood. 16 | Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights. 17 | 18 | 19 | Purple Dragon Knight: Rallying Cry 20 | When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. 21 | When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. 22 | 23 | 24 | 25 | 26 | 27 | Purple Dragon Knight: Royal Envoy 28 | A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace. 29 | At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. 30 | Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature. 31 | Persuasion 32 | Persuasion+%0 33 | 34 | 35 | 36 | 37 | 38 | Purple Dragon Knight: Inspiring Surge 39 | Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. 40 | Starting at 17th level, you can choose two allies within 60 feet of you, rather than one. 41 | 42 | 43 | 44 | 45 | 46 | Purple Dragon Knight: Bulwark 47 | Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Enchantment).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Enchantment) 5 | 6 | 7 | 8 | Arcane Tradition: Enchantment 9 | As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. 10 | 11 | 12 | 13 | School of Enchantment: Enchantment Savant 14 | Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. 15 | 16 | 17 | School of Enchantment: Hypnotic Gaze 18 | Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. 19 | On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. 20 | Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. 21 | 22 | 23 | 24 | 25 | 26 | School of Enchantment: Instinctive Charm 27 | Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest. 28 | You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect. 29 | 30 | 31 | 32 | 33 | 34 | School of Enchantment: Split Enchantment 35 | Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. 36 | 37 | 38 | 39 | 40 | 41 | School of Enchantment: Alter Memories 42 | At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. 43 | Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell. 44 | 45 | 46 | 47 | 48 | -------------------------------------------------------------------------------- /Character/Classes/Warlock/Warlock (Undying).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Warlock (Undying) 5 | 6 | 7 | 8 | Otherworldly Patron: The Undying 9 | Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. 10 | In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther. 11 | 12 | Expanded Spell List: 13 | The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 14 | 15 | 1st - false life, ray of sickness 16 | 2nd - blindness/deafness, silence 17 | 3rd - feign death, speak with dead 18 | 4th - aura of life, death ward 19 | 5th - contagion, legend lore 20 | 21 | 22 | The Undying: Among the Dead 23 | Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. 24 | Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. 25 | 26 | 27 | 28 | 29 | 30 | 31 | The Undying: Defy Death 32 | Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying. 33 | Once you use this feature, you can't use it again until you finish a long rest. 34 | 35 | 36 | 37 | 38 | 39 | The Undying: Undying Nature 40 | Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. 41 | In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. 42 | 43 | 44 | 45 | 46 | 47 | The Undying: Indestructible Life 48 | When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. 49 | Once you use this feature, you can't use it again until you finish a short or long rest. 50 | 51 | 52 | 53 | 54 | -------------------------------------------------------------------------------- /Character/Classes/Cleric/Cleric (Death).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Cleric (Death) 5 | 6 | 7 | 8 | Divine Domain: Death 9 | The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!). 10 | 11 | Death Domain Spells: At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. 12 | 13 | 1st - false life, ray of sickness 14 | 15 | 3rd - blindness/deafness, ray of enfeeblement 16 | 17 | 5th - animate dead, vampiric touch 18 | 19 | 7th - blight, death ward 20 | 21 | 9th - antilife shell, cloudkill 22 | 23 | 24 | Death Domain: Bonus Proficiency 25 | When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons. 26 | 27 | 28 | Death Domain: Reaper 29 | At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. 30 | 31 | 32 | 33 | 34 | 35 | Death Domain Channel Divinity: Touch of Death 36 | Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. 37 | When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level. 38 | 39 | 40 | 41 | 42 | 43 | Death Domain: Inescapable Destruction 44 | Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage. 45 | 46 | 47 | 48 | 49 | 50 | Death Domain: Divine Strike 51 | At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. 52 | 53 | 54 | 55 | 56 | 57 | Death Domain: Improved Reaper 58 | Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target. 59 | 60 | 61 | 62 | 63 | -------------------------------------------------------------------------------- /Character/Classes/Fighter/Fighter (Knight).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Fighter (Knight) 5 | 6 | 7 | 8 | Martial Archetype: Knight (UA) 9 | The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy's forces. On adventures, they are the armored bulwark that strives to keep the rest of the party safe. 10 | 11 | This Martial Archetype is from Unearthed Arcana: Fighter Martial Archetypes, and as such may not be allowed in your game. Consult your DM before selecting this option. 12 | 13 | 14 | Knight: Born to the Saddle 15 | Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren't incapacitated and you fall less than 10 feet. 16 | 17 | 18 | Knight: Implacable Mark 19 | At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can't be frightened. 20 | The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it. 21 | If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack's weapon deals extra damage to the target equal to your fighter level. 22 | You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest. 23 | 24 | 25 | 26 | 27 | 28 | Knight: Noble Cavalry 29 | At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. 30 | 31 | 32 | 33 | 34 | 35 | Knight: Hold the Line 36 | At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack's weapon deals extra damage to the target equal to half your fighter level, and the target's speed is reduced to 0 until the end of this turn. 37 | 38 | 39 | 40 | 41 | 42 | Knight: Rapid Strike 43 | Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. 44 | 45 | 46 | 47 | 48 | 49 | Knight: Defender's Blade 50 | At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. 51 | In addition, you gain a +1 bonus to AC while wearing heavy armor. 52 | 53 | 54 | 55 | 56 | -------------------------------------------------------------------------------- /Character/Classes/Paladin/Paladin (Oathbreaker).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Paladin (Oathbreaker) 5 | 6 | 7 | 8 | Sacred Oath: Oathbreaker 9 | An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. 10 | A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features. 11 | 12 | 13 | Oathbreaker: Oathbreaker Spells 14 | You gain oathbreaker spells at the paladin levels listed. 15 | 16 | 3rd - hellish rebuke, inflict wounds 17 | 18 | 5th - crown of madness, darkness 19 | 20 | 9th - animate dead, bestow curse 21 | 22 | 13th - blight, confusion 23 | 24 | 17th - contagion, dominate person 25 | 26 | 27 | Oathbreaker Channel Divinity: Control Undead 28 | As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin's commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin's level is immune to this effect. 29 | 30 | 31 | Oathbreaker Channel Divinity: Dreadful Aspect 32 | As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin's choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. 33 | 34 | 35 | 36 | 37 | Oathbreaker: Aura of Hate 38 | Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. 39 | At 18th level, the range of this aura increases to 30 feet. 40 | 41 | 42 | 43 | 44 | Oathbreaker: Supernatural Resistance 45 | At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. 46 | 47 | 48 | 49 | 50 | Oathbreaker: Dread Lord 51 | At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. 52 | While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier. 53 | After activating the aura, the paladin can't do so again until he or she finishes a long rest. 54 | 55 | 56 | 57 | -------------------------------------------------------------------------------- /Character/Classes/Druid/Druid (Dreams).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Druid (Dreams) 5 | 6 | 7 | 8 | Druid Circle: Circle of Dreams 9 | Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places. 10 | 11 | This Druid Circle is from Unearthed Arcana: Druid Circles and Wild Shape, and as such may not be used in your game. Consult your DM before taking this option. 12 | 13 | 14 | Circle of Dreams: Balm of the Summer Court 15 | At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. 16 | As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute. 17 | You regain the expended dice when you finish a long rest. 18 | 19 | 20 | 21 | 22 | 23 | Circle of Dreams: Hearth of Moonlight and Shadow 24 | At 6th level, home is wherever you set up camp. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to ward your campsite from intruders. At the start of the rest, you create an area with a 30-foot radius. Within this area, you and your allies gain a +5 bonus to Wisdom (Perception) checks to detect creatures, and any light from open flames (campfire, torches, and the like) is not visible outside the area. These effects end when the rest finishes or when you leave the area. 25 | 26 | 27 | 28 | 29 | 30 | Circle of Dreams: Hidden Paths 31 | At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement. 32 | You can also use this feature to teleport someone else. As an action, you can teleport a willing ally you touch up to 30 feet to a point you can see. 33 | Once you use either option - teleporting yourself or an ally - you can't use that option again until 1d4 rounds have passed. 34 | 35 | 36 | 37 | 38 | 39 | Circle of Dreams: Purifying Light 40 | At 14th level, the favor of the Summer Court allows you to end spells that hamper you and your allies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn, you can simultaneously target the healed creature with dispel magic, using a spell slot with a level equal to the slot used to cast the healing spell. 41 | You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature. 42 | 43 | 44 | 45 | 46 | -------------------------------------------------------------------------------- /Character/Classes/Cleric/Cleric (Tempest).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Cleric (Tempest) 5 | 6 | 7 | 8 | Divine Domain: Tempest 9 | Gods whose portfolios include the Tempest domain - including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor - govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. 10 | 11 | Tempest Domain Spells: At each indicated cleric level, you add the listed spells to your spells prepared. 12 | 13 | 1st - fog cloud, thunderwave 14 | 15 | 3rd - gust of wind, shatter 16 | 17 | 5th - call lightning, sleet storm 18 | 19 | 7th - control water, ice storm 20 | 21 | 9th - destructive wave, insect plague 22 | 23 | 24 | Tempest Domain: Bonus Proficiencies 25 | At 1st level, you gain proficiency with martial weapons and heavy armor. 26 | 27 | 28 | Tempest Domain: Wrath of the Storm 29 | Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. 30 | You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. 31 | 32 | 33 | 34 | 35 | 36 | Tempest Domain Channel Divinity: Destructive Wrath 37 | Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. 38 | When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. 39 | 40 | 41 | 42 | 43 | 44 | Tempest Domain: Thunderbolt Strike 45 | At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. 46 | 47 | 48 | 49 | 50 | 51 | Tempest Domain: Divine Strike 52 | At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. 53 | 54 | 55 | 56 | 57 | 58 | Tempest Domain: Stormborn 59 | At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. 60 | 61 | 62 | 63 | 64 | -------------------------------------------------------------------------------- /Character/Classes/Sorcerer/Sorcerer (Draconic).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Sorcerer (Draconic) 5 | 6 | 7 | 8 | Sorcerous Origin: Draconic Bloodline 9 | Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. 10 | 11 | 12 | Dragon Ancestor 13 | At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. 14 | 15 | chose one and delete the others 16 | Draconic Ancestor: Black (Acid) 17 | Draconic Ancestor: Blue (Lightning) 18 | Draconic Ancestor: Brass (Fire) 19 | Draconic Ancestor: Bronze (Lightning) 20 | Draconic Ancestor: Copper (Acid) 21 | Draconic Ancestor: Gold (Fire) 22 | Draconic Ancestor: Green (Poison) 23 | Draconic Ancestor: Red (Fire) 24 | Draconic Ancestor: Silver (Cold) 25 | Draconic Ancestor: White (Cold) 26 | 27 | You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check. 28 | 29 | 30 | Draconic Bloodline: Draconic Resilience 31 | As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 32 | Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. 33 | 34 | 35 | 36 | 37 | 38 | Draconic Bloodline: Elemental Affinity 39 | Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll. 40 | In addition, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. 41 | 42 | 43 | 44 | 45 | 46 | Draconic Bloodline: Dragon Wings 47 | At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 48 | You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. 49 | 50 | 51 | 52 | 53 | 54 | Draconic Bloodline: Draconic Presence 55 | Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. 56 | 57 | 58 | 59 | 60 | 61 | -------------------------------------------------------------------------------- /Character/Classes/Sorcerer/Sorcerer (Favored Soul).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Sorcerer (Favored Soul) 5 | 6 | 7 | 8 | Sorcerous Origin: Favored Soul (UA) 9 | Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of celestial magic. 10 | Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command celestial power, these sorcerers can undermine the existing order and claim a direct tie to the divine. 11 | In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. 12 | 13 | This sorcerous Origin is from Unearthed Arcana: Revised Subclasses and as such may not be allowed in your game. Consult your DM before choosing this class option. 14 | This had an earlier version included in Unearthed Arcana: Sorcerer and before that Unearthed Arcana: Class Design Variants 15 | 16 | 17 | Favored Soul: Divine Magic 18 | Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. 19 | You also learn the cure wounds spell, which doesn't count against your number of sorcerer spells known. 20 | 21 | 22 | Favored Soul: Favored by the Gods 23 | Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. 24 | Once you use this feature, you can't use it again until you finish a short or long rest. 25 | 26 | 27 | 28 | 29 | 30 | 31 | Favored Soul: Empowered Healing 32 | Starting at 6th level, the celestial energy coursing through you can empower your healing magic. Whenever you roll dice to determine the number of hit points a sorcerer spell of yours restores, you can spend 1 sorcery point to reroll any number of those dice once. 33 | 34 | 35 | 36 | 37 | 38 | Favored Soul: Angelic Form 39 | At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. 40 | In addition, as a bonus action, you can manifest a pair of spectral wings from your back. The wings last until you’re incapacitated or you dismiss them as a bonus action. While the wings are present, you have a flying speed of 30 feet. 41 | 42 | 43 | 44 | 45 | 46 | Favored Soul: Unearthly Recovery 47 | At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. 48 | Once you use this feature, you can't use it again until you finish a long rest. 49 | 50 | 51 | 52 | 53 | 54 | -------------------------------------------------------------------------------- /Character/Classes/Cleric/Cleric (Life).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Cleric (Life) 5 | 6 | 7 | 8 | Divine Domain: Life 9 | The Life domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). 10 | 11 | Life Domain Spells: At each indicated cleric level, you add the listed spells to your spells prepared. 12 | 13 | 1st - bless, cure wounds 14 | 15 | 3rd - lesser restoration, spiritual weapon 16 | 17 | 5th - beacon of hope, revivify 18 | 19 | 7th - death ward, guardian of faith 20 | 21 | 9th - mass cure wounds, raise dead 22 | 23 | 24 | Life Domain: Bonus Proficiency 25 | When you choose this domain at 1st level, you gain proficiency with heavy armor. 26 | 27 | 28 | Life Domain: Disciple of Life 29 | Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. 30 | 31 | 32 | 33 | 34 | 35 | Life Domain Channel Divinity: Preserve Life 36 | Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. 37 | As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. 38 | 39 | 40 | 41 | 42 | 43 | Life Domain: Blessed Healer 44 | Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. 45 | 46 | 47 | 48 | 49 | 50 | Life Domain: Divine Strike 51 | At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. 52 | 53 | 54 | 55 | 56 | 57 | Life Domain: Supreme Healing 58 | Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. 59 | 60 | 61 | 62 | 63 | -------------------------------------------------------------------------------- /Character/Classes/Cleric/Cleric (War).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Cleric (War) 5 | 6 | 7 | 8 | Divine Domain: War 9 | War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. 10 | 11 | War Domain Spells: At each indicated cleric level, add the listed spells to your spells prepared. 12 | 13 | 1st - divine favor, shield of faith 14 | 15 | 3rd - magic weapon, spiritual weapon 16 | 17 | 5th - crusader's mantle, spirit guardians 18 | 19 | 7th - freedom of movement, stoneskin 20 | 21 | 9th - flame strike, hold monster 22 | 23 | 24 | War Domain: Bonus Proficiencies 25 | At 1st level, you gain proficiency with martial weapons and heavy armor. 26 | 27 | 28 | War Domain: War Priest 29 | From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. 30 | 31 | 32 | 33 | 34 | 35 | War Domain Channel Divinity: Guided Strike 36 | Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 37 | 38 | 39 | 40 | 41 | 42 | War Domain Channel Divinity: War God's Blessing 43 | At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 44 | 45 | 46 | 47 | 48 | 49 | War Domain: Divine Strike 50 | At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. 51 | 52 | 53 | 54 | 55 | 56 | War Domain: Avatar of Battle 57 | At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. 58 | 59 | 60 | 61 | 62 | -------------------------------------------------------------------------------- /Character/Classes/Cleric/Cleric (Nature).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Cleric (Nature) 5 | 6 | 7 | 8 | Divine Domain: Nature 9 | Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. 10 | 11 | Nature Domain Spells: At each indicated cleric level, you add the listed spells to your spells prepared. 12 | 13 | 1st - animal friendship, speak with animals 14 | 15 | 3rd - barkskin, spike growth 16 | 17 | 5th - plant growth, wind wall 18 | 19 | 7th - dominate beast, grasping vine 20 | 21 | 9th - insect plague, tree stride 22 | 23 | 24 | Nature Domain: Acolyte of Nature 25 | At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. 26 | 27 | 28 | Nature Domain: Bonus Proficiency 29 | Also at 1st level, you gain proficiency with heavy armor. 30 | 31 | 32 | 33 | 34 | 35 | Nature Domain Channel Divinity: Charm Animals and Plants 36 | Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. 37 | As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. 38 | 39 | 40 | 41 | 42 | 43 | Nature Domain: Dampen Elements 44 | Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. 45 | 46 | 47 | 48 | 49 | 50 | Nature Domain: Divine Strike 51 | At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. 52 | 53 | 54 | 55 | 56 | 57 | Nature Domain: Master of Nature 58 | At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. 59 | 60 | 61 | 62 | 63 | -------------------------------------------------------------------------------- /Character/Classes/Druid/Druid (Land).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Druid (Land) 5 | 6 | 7 | 8 | Druid Circle: Circle of the Land 9 | The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. 10 | 11 | 12 | Circle of Land: Bonus Cantrip 13 | You learn one additional druid cantrip of your choice. 14 | 15 | 16 | Circle of Land: Natural Recovery 17 | Starling at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest 18 | For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. 19 | 20 | 21 | Circle of Land: Circle Spells 22 | Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated list of spells. 23 | 24 | Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. 25 | 26 | 27 | 28 | 29 | 30 | Circle of Land: Land's Stride 31 | Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. 32 | In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. 33 | 34 | 35 | 36 | 37 | 38 | Circle of Land: Nature's Ward 39 | When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 40 | 41 | 42 | 43 | 44 | 45 | Circle of Land: Nature's Sanctuary 46 | When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. 47 | The creature is aware of this effect before it makes its attack against you. 48 | 49 | 50 | 51 | 52 | -------------------------------------------------------------------------------- /Character/Classes/Ranger/Ranger (Monster Slayer).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Ranger (Monster Slayer) 5 | 6 | 7 | 8 | Ranger Conclave: Monster Slayer 9 | Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. 10 | 11 | This Monastic Tradition is from Unearthed Arcana: A Trio of Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option. 12 | 13 | 14 | 15 | Monster Slayer: Slayer’s Mysticism 16 | You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. 17 | 18 | 3rd-protection from evil and good 19 | 5th-zone of truth 20 | 9th-magic circle 21 | 13th-banishment 22 | 17th-planar binding 23 | 24 | 25 | Monster Slayer: Slayer’s Eye 26 | Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. 27 | In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. 28 | This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. 29 | 30 | 31 | 32 | 33 | 34 | Monster Slayer: Extra Attack 35 | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 36 | 37 | 38 | 39 | 40 | 41 | Monster Slayer: Supernatural Defense 42 | At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll. 43 | 44 | 45 | 46 | 47 | 48 | Monster Slayer: Relentless Slayer 49 | At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. 50 | 51 | 52 | 53 | 54 | 55 | Monster Slayer: Slayer’s Counter 56 | At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | -------------------------------------------------------------------------------- /Character/Classes/Cleric/Cleric (Trickery).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Cleric (Trickery) 5 | 6 | 7 | 8 | Divine Domain: Trickery 9 | Gods of trickery - such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki - are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. 10 | 11 | Trickery Domain Spells: At each indicated cleric level, you add the listed spells to your spells prepared. 12 | 13 | 1st - charm person, disguise self 14 | 15 | 3rd - mirror image, pass without trace 16 | 17 | 5th - blink, dispel magic 18 | 19 | 7th - dimension door, polymorph 20 | 21 | 9th - dominate person, modify memory 22 | 23 | 24 | Trickery Domain: Blessing of the Trickster 25 | Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. 26 | 27 | 28 | 29 | 30 | 31 | Trickery Domain Channel Divinity: Invoke Duplicity 32 | Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. 33 | As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. 34 | For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. 35 | 36 | 37 | 38 | 39 | 40 | Trickery Domain Channel Divinity: Cloak of Shadows 41 | Starting at 6th level, you can use your Channel Divinity to vanish. 42 | As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. 43 | 44 | 45 | 46 | 47 | 48 | Trickery Domain: Divine Strike 49 | At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. 50 | 51 | 52 | 53 | 54 | 55 | Trickery Domain: Improved Duplicity 56 | At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. 57 | 58 | 59 | 60 | 61 | -------------------------------------------------------------------------------- /Character/Classes/Sorcerer/Sorcerer (Shadow).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Sorcerer (Shadow) 5 | 6 | 7 | 8 | Sorcerous Origin: Shadow (UA) 9 | Your innate magic comes from the Shadowfell. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed in some fundamental manner. 10 | The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the following table to create a unique quirk for your character. 11 | 12 | d6—Quirk: 13 | 1—You are always icy cold to the touch. 14 | 15 | 2—When you are asleep, you don't appear to breathe (though you must still breathe to survive). 16 | 17 | 3—You don't seem to bleed, even when badly injured. 18 | 19 | 4—Your heart beats once per minute. This event sometimes surprises you. 20 | 21 | 5—You have trouble remembering that living creatures and corpses should be treated differently. 22 | 23 | 6—You blinked. Once. Last week. 24 | 25 | This sorcerous Origin is from Unearthed Arcana: Light, Dark, Underdark! and as such may not be allowed in your game. Consult your DM before choosing this class option. 26 | 27 | 28 | Shadow: Eyes of the Dark 29 | From 1st level, you have darkvision with a range of 60 feet. You can cast darkness by spending 1 sorcery point. You can see through any darkness spell you cast using this ability. 30 | 31 | 32 | 33 | 34 | 35 | Shadow: Hound of Ill Omen 36 | At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see. The hound uses a dire wolf's statistics with the following changes: 37 | 38 | • The hound is size Medium. 39 | 40 | • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object. 41 | 42 | • At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound. 43 | 44 | The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound makes opportunity attacks, but only against its target. Additionally, the target has disadvantage on all saving throws against your spells while the hound is within 5 feet of it. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. 45 | 46 | 47 | 48 | 49 | 50 | 51 | Shadow: Shadow Walk 52 | At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. 53 | 54 | 55 | 56 | 57 | 58 | 59 | Shadow: Shadow Form 60 | At 18th level, you can spend 3 sorcery points to transform yourself into a shadow form as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. 61 | 62 | 63 | 64 | 65 | 66 | 67 | -------------------------------------------------------------------------------- /Character/Classes/Wizard/Wizard (Theurgy).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Wizard (Theurgy) 5 | 6 | 7 | 8 | Arcane Tradition: Theurgy 9 | A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. 10 | 11 | Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion. 12 | Introduced in Unearthed Arcana: The Faithful, then revised in Wizard Revisited. 13 | 14 | 15 | Divine Inspiration 16 | When you choose this tradition at 2nd level, choose a domain from your chosen deity’s list of eligible domains (see appendix B, “Gods of the Multiverse,” in the Player’s Handbook for examples). The Knowledge and Light domains are especially appropriate choices for a theurgist. 17 | 18 | 19 | Arcane Initiate 20 | Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. 21 | If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. 22 | Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks. 23 | 24 | 25 | Channel Arcana 26 | At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. 27 | When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. 28 | Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. 29 | Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. 30 | If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature. 31 | 32 | 33 | Channel Arcana: Divine Arcana 34 | As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate. 35 | 36 | 37 | 38 | 39 | 40 | Arcane Acolyte 41 | At 6th level, you gain your chosen domain’s 1st- level benefits. However, you do not gain any weapon or armor proficiencies from the domain. 42 | 43 | 44 | 45 | 46 | 47 | Arcane Priest 48 | At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets. 49 | 50 | 51 | 52 | 53 | 54 | Arcane High Priest 55 | At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain. 56 | 57 | 58 | 59 | -------------------------------------------------------------------------------- /Character/Classes/Ranger/Ranger (Horizon Walker).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Ranger (Horizon Walker) 5 | 6 | 7 | 8 | Ranger Conclave: Horizon Walker 9 | Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. 10 | 11 | This Monastic Tradition is from Unearthed Arcana: Ranger & Rogue, and as such may not be allowed in your game. Consult your DM before choosing this option. 12 | 13 | 14 | 15 | Horizon Walker: Planar Magic 16 | Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. 17 | 18 | 3rd-protection from evil and good 19 | 5th-alter self 20 | 9th-protection from energy 21 | 13th-banishment 22 | 17th-teleportation circle 23 | 24 | 25 | Horizon Walker: Planar Warrior 26 | At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. 27 | 28 | 29 | Horizon Walker: Portal Lore 30 | At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. 31 | Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. 32 | See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. 33 | 34 | 35 | 36 | 37 | 38 | Horizon Walker: Extra Attack 39 | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 40 | 41 | 42 | 43 | 44 | 45 | Horizon Walker: Ethereal Step 46 | At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can't use it again until you finish a short or long rest. 47 | 48 | 49 | 50 | 51 | 52 | Horizon Walker: Distant Strike 53 | At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. 54 | If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. 55 | 56 | 57 | 58 | 59 | 60 | Horizon Walker: Spectral Defense 61 | At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | -------------------------------------------------------------------------------- /Character/Classes/Cleric/Cleric (Light).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Cleric (Light) 5 | 6 | 7 | 8 | Divine Domain: Light 9 | Gods of light - including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty - promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness. 10 | 11 | Light Domain Spells: At each indicated cleric level, you add the listed spells to your spells prepared. 12 | 13 | 1st - burning hands, faerie fire 14 | 15 | 3rd - flaming sphere, scorching ray 16 | 17 | 5th - daylight, fireball 18 | 19 | 7th - guardian of faith, wall of fire 20 | 21 | 9th - flame strike, scrying 22 | 23 | 24 | Light Domain: Bonus Cantrip 25 | When you choose this domain at 1st level, you gain the light cantrip if you don't already know it. 26 | 27 | 28 | Light Domain: Warding Flare 29 | Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. 30 | You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. 31 | 32 | 33 | 34 | 35 | 36 | Light Domain Channel Divinity: Radiance of the Dawn 37 | Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. 38 | As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. 39 | 40 | 41 | 42 | 43 | 44 | Light Domain: Improved Flare 45 | Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. 46 | 47 | 48 | 49 | 50 | 51 | Light Domain: Potent Spellcasting 52 | Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 53 | 54 | 55 | 56 | 57 | 58 | Light Domain: Corona of Light 59 | Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. 60 | 61 | 62 | 63 | 64 | -------------------------------------------------------------------------------- /Character/Classes/Fighter/Fighter (Monster Hunter).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Fighter (Monster Hunter) 5 | 6 | 7 | 8 | Martial Archetype: Monster Hunter (UA) 9 | As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror. 10 | 11 | This Martial Archetype is from Unearthed Arcana: Gothic heroes, and as such may not be allowed in your game. Consult your DM before selecting this option. 12 | 13 | 14 | Monster Hunter: Bonus Proficiencies 15 | When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice. 16 | 17 | 18 | Monster Hunter: Combat Superiority 19 | When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. 20 | 21 | Superiority Dice: 22 | You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. 23 | You gain another superiority die at 7th level and one more at 15th level. 24 | 25 | Using Superiority Dice: 26 | You can expend superiority dice to gain a number of different benefits: 27 | 28 | • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. 29 | 30 | • When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. 31 | 32 | • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. 33 | 34 | • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed. 35 | 36 | 37 | Monster Hunter: Hunter's Mysticism 38 | At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. 39 | In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. 40 | 41 | 42 | 43 | 44 | 45 | Monster Hunter: Monster Slayer 46 | At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them. 47 | 48 | 49 | 50 | 51 | 52 | Monster Hunter: Improved Combat Superiority 53 | At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. 54 | 55 | 56 | 57 | 58 | 59 | Monster Hunter: Relentless 60 | Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | -------------------------------------------------------------------------------- /Character/Classes/Ranger/Ranger (Primeval Guardian).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Ranger (Primeval Guardian) 5 | 6 | 7 | 8 | Ranger Conclave: Primeval Guardian 9 | Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. 10 | These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world. 11 | 12 | 13 | 14 | Primeval Guardian: Guardian Magic 15 | Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know. 16 | 17 | 3rd-entangle 18 | 5th-enhance ability 19 | 9th-conjure animals 20 | 13th-giant insect 21 | 17th-insect plague 22 | 23 | 24 | Primeval Guardian: Guardian Soul 25 | Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. 26 | You undergo the following changes while in your guardian form: 27 | 28 | • Your size becomes Large, unless you were larger. 29 | 30 | • Any speed you have becomes 5 feet, unless the speed was lower. 31 | 32 | • Your reach increases by 5 feet. 33 | 34 | • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it. 35 | 36 | 37 | Primeval Guardian: Piercing Thorns 38 | At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. 39 | 40 | 41 | 42 | 43 | 44 | Primeval Guardian: Extra Attack 45 | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 46 | 47 | 48 | 49 | 50 | 51 | Primeval Guardian: Ancient Fortitude 52 | At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum. 53 | 54 | 55 | 56 | 57 | 58 | Primeval Guardian: Rooted Defense 59 | At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. 60 | 61 | 62 | 63 | 64 | 65 | Primeval Guardian: Guardian Aura 66 | Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | -------------------------------------------------------------------------------- /Character/Classes/Monk/Monk (Kensei).xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Monk (Kensei) 5 | 6 | 7 | 8 | Monastic Tradition: Way of the Kensei (UA) 9 | Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. A kensei sees a weapon in much the same way a painter regards a brush or a writer sees parchment, ink, and quill. A sword or bow is a tool used to express the beauty and elegance of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study. 10 | 11 | This Monastic Tradition is from Unearthed Arcana: Revised Subclasses, and as such may not be allowed in your game. Consult your DM before choosing this option. 12 | This had an earlier version included in Unearthed Arcana: Monk Monastic Traditions 13 | 14 | 15 | Way of the Kensei: Path of the Kensei 16 | When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. 17 | You gain the following benefits: 18 | 19 | • Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. 20 | Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. 21 | You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. 22 | Many of this tradition’s features work only with your kensei weapons. 23 | When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon—melee or ranged—to be a kensei weapon for you, following the criteria above. 24 | 25 | • If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. 26 | You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated. 27 | 28 | • You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. 29 | When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. 30 | You retain this benefit until the end of the current turn. 31 | 32 | 33 | 34 | 35 | 36 | Way of the Kensei: One with the Blade 37 | At 6th level, you extend your ki into your kensei weapons, granting you the following benefits. 38 | 39 | Magic Kensei Weapons: 40 | Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 41 | 42 | Precise Strike: 43 | When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. 44 | 45 | 46 | 47 | 48 | 49 | Way of the Kensei: Sharpen the Blade 50 | At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. 51 | 52 | 53 | 54 | 55 | 56 | Way of the Kensei: Unerring Accuracy 57 | At 17th level, your mastery of weapons grants you extraordinary accuracy. If you make an attack roll with a monk weapon and miss, you can reroll it. You can use this feature only once on each of your turns. 58 | 59 | 60 | 61 | 62 | --------------------------------------------------------------------------------