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{"_id":"0WP5n56sPcWRqXL7","name":"Cleric (Life Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Life Domain</h3>\n<p>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, <span class=\"No-Break\">and Boldrei).</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiency</b></p>\n<p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p>\n\n<p><b>Disciple of Life</b></p>\n<p>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.</p>\n\n<p><b>Channel Divinity: Preserve Life</b></p>\n<p>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.</p>\n<p>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.</p>\n\n<p><b>Blessed Healer</b></p>\n<p>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.</p>\n\n<p><b>Divine Strike</b></p>\n<p>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.</p>\n\n<p><b>Supreme Heal
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{"_id":"1vgvG2mhU9QL8SHa","name":"Bard (College of Valor)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Valor</h3>\n<p>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 h<span class=\"No-Break\">eroes of old.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p>When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.</p>\n\n<p><b>Combat Inspiration</b> @Compendium[world.ddb-graus-dnd-class-features.YLBEQpUn9SUFlDcp]{Combat Inspiration}</p>\n<p>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.</p>\n\n<p><b>Extra Attack</b></p>\n<p>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p>\n\n<p><b>Battle Magic</b> @Compendium[world.ddb-graus-dnd-class-features.iKuxWZzRDSy7D4aA]{Battle Magic}</p>\n<p>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.</p>\n\n<p><b>Spellcasting</b></p>\n<p><span style=\"font-weight:400\">You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See <a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\"><span style=\"font-weight:400\">Spells Rules</span></a> for the general rules of spellcasting and the <a style=\"color:#704cd9\" href=\"https://www.dndbeyond.com/spells?filter-class=1&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=
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{"_id":"2AZicj5qP80vMl8B","name":"Sorcerer (Aberrant Mind)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Aberrant Mind</h3>\n<p>An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Psionic Spells</b> @Compendium[world.ddb-graus-dnd-class-features.BN4h5NUejt666k1V]{Psionic Spells}</p>\n<p><em>1st-level Aberrant Mind feature</em></p>\n<p>You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.</p>\n<p>Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.</p>\n<h5 id=\"PsionicSpellsTable\" class=\"quick-menu-exclude\">Psionic Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Sorcerer Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>arms of Hadar, dissonant whispers, mind sliver</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>calm emotions, detect thoughts</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>hunger of Hadar, sending</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>Evard’s black tentacles, summon aberration (a spell in <a title=\"chapter 3\" href=\"https://www.dndbeyond.com/sources/tcoe/magical-miscellany#SummonAberration\">chapter 3</a>)</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>Rary’s telepathic bond, telekinesis</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Telepathic Speech</b> @Compendium[world.ddb-graus-dnd-class-features.H1Sw0StmbTmjJLDq]{Telepathic Speech}</p>\n<p><em>1st-level Aberrant Mind feature </em></p>\n<p>You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.</p>\n<p>The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.</p>\n\n<p><b>Psionic Sorcery</b> @Compendium[world.ddb-gra
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{"_id":"2oQHwWwONIbDcMMN","name":"Druid","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Druidic</b></p>\n<p>You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.</p>\n\n<p><b>Spellcasting</b></p>\n<p class=\"Core-Styles_Core-Body\">Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See <span style=\"color:#99cc00\"><a style=\"color:#47d18c\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#993366\"><a style=\"color:#704cd9\" title=\"Spells Listing (Druid)\" href=\"https://www.dndbeyond.com/spells?filter-class=3&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the druid spell list.</p>\n<h5 class=\"compendium-hr\">Cantrips</h5>\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.</p>\n<h5 class=\"compendium-hr\">Preparing and Casting Spells</h5>\n<p class=\"Core-Styles_Core-Body\">The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\n<p class=\"Core-Styles_Core-Body\">You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.</p>\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds, </span>you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.</p>\n<p class=\"Core-Styles_Core-Body\">You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and me
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{"_id":"3I3xA8LpobLijO28","name":"Fighter","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Fighting Style</b></p>\n<p>You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.</p>\n\n<p><b>Second Wind</b></p>\n<p>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.</p>\n\n<p><b>Action Surge</b></p>\n<p>Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.</p>\n<p>Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.</p>\n\n<p><b>Martial Archetype</b></p>\n<p>At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.</p>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>\n\n<p><b>Extra Attack</b></p>\n<p>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p>\n<p>The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.</p>\n\n<p><b>Indomitable</b></p>\n<p>Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.</p>\n<p>You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.</p>\n\n<p
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{"_id":"3ZUqMOytuM1DXjT9","name":"Paladin","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Divine Sense</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the <span class=\"Serif-Character-Style_Italic-Serif\">hallow</span> spell.</p>\n<p class=\"Core-Styles_Core-Body\">You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.</p>\n\n<p><b>Lay on Hands</b></p>\n<p class=\"compendium-hr\">Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.</p>\n<p class=\"Core-Styles_Core-Body\">As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.</p>\n<p class=\"Core-Styles_Core-Body\">Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.</p>\n<p class=\"Core-Styles_Core-Body\">This feature has no effect on undead and constructs.</p>\n\n<p><b>Fighting Style</b></p>\n<p class=\"Core-Styles_Core-Body\">At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.</p>\n\n<p><b>Spellcasting</b></p>\n<p class=\"Core-Styles_Core-Body\">By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See <span style=\"color:#99cc00\"><a style=\"color:#47d18c\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules
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{"_id":"4U33RVZ3BdWzTTVP","name":"Bard (College of Glamour)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Glamour</h3>\n<p>The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Mantle of Inspiration</b> @Compendium[world.ddb-graus-dnd-class-features.pdFKY2DVOvVk0d4L]{Mantle of Inspiration}</p>\n<p class=\"Core-Styles_Core-Body\">When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.</p>\n<p class=\"Core-Styles_Core-Body\">As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.</p>\n<p class=\"Core-Styles_Core-Body\">The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.</p>\n\n<p><b>Enthralling Performance</b> @Compendium[world.ddb-graus-dnd-class-features.6ahTkxSF6XfTqRyK]{Enthralling Performance}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you can charge your performance with seductive, fey magic.</p>\n<p class=\"Core-Styles_Core-Body\">If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.</p>\n<p class=\"Core-Styles_Core-Body\">If
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{"_id":"55EYY1JQ5FmuP6l8","name":"Monk (Way of Mercy)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of Mercy</h3>\n<p>Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Implements of Mercy</b> @Compendium[world.ddb-graus-dnd-class-features.jEoFwz1ftd7qHwlj]{Implements of Mercy}</p>\n<p><em>3rd-level Way of Mercy feature</em></p>\n<p>You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.</p>\n<h5 id=\"MercifulMaskTable\" class=\"quick-menu-exclude\">Merciful Mask</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th>Mask Appearance</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Raven</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Blank and white</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Crying visage</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Laughing visage</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Skull</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Butterfly</td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Hand of Healing</b> @Compendium[world.ddb-graus-dnd-class-features.n6SJnkRik2crpbDn]{Hand of Healing}</p>\n<p><em>3rd-level Way of Mercy feature</em></p>\n<p>Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.</p>\n<p>When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.</p>\n\n<p><b>Hand of Harm</b> @Compendium[world.ddb-graus-dnd-class-features.Lt6bP2uUiSIbNQdl]{Hand of Harm}</p>\n<p><em>3rd-level Way of Mercy feature</em></p>\n<p>You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.</p>\n\n<p><b>Physician’s Touch</b> @Compendium[world.ddb-graus-dnd-class-features.gUjUTvnpzTVR9QoH]{Physician’s Touch}</p>\n<p><em>6th-level Way of Mercy feature</em></p>\n<p>You can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.</p>\n<p>When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, p
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{"_id":"5V6OuWE8jRWp9ezL","name":"Paladin (Oath of the Watchers)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of the Watchers</h3>\n<p>The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Oath Spells</b></p>\n<p><em>3rd-level Oath of the Watchers feature</em></p>\n<p>You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work.</p>\n<h5 id=\"OathoftheWatchersSpells\" class=\"quick-menu-exclude\">Oath of the Watchers Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Paladin Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>alarm, detect magic</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>moonbeam, see invisibility</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>counterspell, nondetection</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>aura of purity, banishment</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>hold monster, scrying</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Channel Divinity</b></p>\n<p><em>3rd-level Oath of the Watchers feature</em></p>\n<p>You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</p>\n<p><em><strong>Watcher’s Will.</strong></em> You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.</p>\n<p><em><strong>Abjure the Extraplanar.</strong></em> You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.</p>\n\n<p><b>Aura of the Sentinel</b> @Compendium[world.ddb-graus-dnd-c
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{"_id":"5iRhSMDYS83vdgOv","name":"Wizard (Bladesinging)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>Bladesinging</h3>\n<p>Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Training in War and Song</b> @Compendium[world.ddb-graus-dnd-class-features.anDOS5N1wQxYsDDa]{Training in War and Song}</p>\n<p class=\"Core-Styles_Core-Body\"><em>2nd-level Bladesinging feature</em></p>\n<p class=\"Core-Styles_Core-Body\">You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.</p>\n<p class=\"Core-Styles_Core-Body\">You also gain proficiency in the Performance skill if you don’t already have it.</p>\n\n<p><b>Bladesong</b> @Compendium[world.ddb-graus-dnd-class-features.BUBKb4DnP9ek4WnF]{Bladesong}</p>\n<p class=\"Core-Styles_Core-Body\"><em>2nd-level Bladesinging feature</em></p>\n<p class=\"Core-Styles_Core-Body\">You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.</p>\n<p class=\"Core-Styles_Core-Body\">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 the Bladesong at any time (no action required).</p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">While your Bladesong is active, you gain the following benefits:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).</li>\n<li class=\"Core-Styles_Core-Bulleted\">Your walking speed increases by 10 feet.</li>\n<li class=\"Core-Styles_Core-Bulleted\">You have advantage on Dexterity (Acrobatics) checks.</li>\n<li class=\"Core-Styles_Core-Bulleted--Extra-Space-After-\">You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).</li>\n</ul>\n<p class=\"Core-Styles_Core-Body\">You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.</p>\n\n<p><b>Extra Attack</b></p>\n<p><em>6th-level Bladesinging feature</em></p>\n<p>You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrip
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{"_id":"5meVeXDMSOMFWtvI","name":"Cleric (War Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>War Domain</h3>\n<p>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 <span class=\"No-Break\">circumstance.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p>At 1st level, you gain proficiency with martial weapons and heavy armor.</p>\n\n<p><b>War Priest</b> @Compendium[world.ddb-graus-dnd-class-features.NTdvvtOj0CBU3Lna]{War Priest}</p>\n<p>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.</p>\n<p>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.</p>\n\n<p><b>Channel Divinity: Guided Strike</b> @Compendium[world.ddb-graus-dnd-class-features.JP9vCFlgmxWWl167]{Channel Divinity: Guided Strike}</p>\n<p>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.</p>\n\n<p><b>Channel Divinity: War God’s Blessing</b> @Compendium[world.ddb-graus-dnd-class-features.3x68RyWXJJqKTxiy]{Channel Divinity: War God’s Blessing}</p>\n<p>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
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{"_id":"6RQ685wcYJGQvevM","name":"Cleric (Light Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Light Domain</h3>\n<p>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 a<span class=\"No-Break\">way darkness.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.</p>\n\n<p><b>Warding Flare</b> @Compendium[world.ddb-graus-dnd-class-features.htHdudzkGp5dLsNs]{Warding Flare}</p>\n<p>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.</p>\n<p>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.</p>\n\n<p><b>Channel Divinity: Radiance of the Dawn</b> @Compendium[world.ddb-graus-dnd-class-features.IrNzRvdY8HLMYL9Q]{Channel Divinity: Radiance of the Dawn}</p>\n<p>Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.</p>\n<p>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 y
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{"_id":"6pW1g1fQ3cZbaUvb","name":"Monk (Way of Shadow)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of Shadow</h3>\n<p>Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of th<span class=\"No-Break\">eir students.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Shadow Arts</b> @Compendium[world.ddb-graus-dnd-class-features.hrQm5PHouz7ociVj]{Shadow Arts}</p>\n<p class=\"compendium-hr\">Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast <span class=\"Serif-Character-Style_Italic-Serif\">darkness</span>, <span class=\"Serif-Character-Style_Italic-Serif\">darkvision</span>, <span class=\"Serif-Character-Style_Italic-Serif\">pass without trace</span>, or <span class=\"Serif-Character-Style_Italic-Serif\">silence</span>, without providing material components. Additionally, you gain the <span class=\"Serif-Character-Style_Italic-Serif\">minor illusion</span> cantrip if you don’t already know it.</p>\n\n<p><b>Shadow Step</b> @Compendium[world.ddb-graus-dnd-class-features.VJ7HugqNAXcE0fOB]{Shadow Step}</p>\n<p class=\"compendium-hr\">At 6th 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 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.</p>\n\n<p><b>Cloak of Shadows</b> @Compendium[world.ddb-graus-dnd-class-features.pNsgs8V2450sOjeG]{Cloak of Shadows}</p>\n<p class=\"compendium-hr\">By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.</p>\n\n<p><b>Opportunist</b> @Compendium[world.ddb-graus-dnd-class-features.EcNSgqiMNrrCPNkT]{Opportunist}</p>\n<p class=\"compendium-hr\">At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.</p>\n\n<p><b>Unarmored Defense</b><
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{"_id":"6wqr67C2CIE72IIg","name":"Fighter (Echo Knight)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Echo Knight</h3>\n<p>A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Manifest Echo</b> @Compendium[world.ddb-graus-dnd-class-features.dkwnLa63TguiflqT]{Manifest Echo}</p>\n<p><em>3rd-level Echo Knight feature</em></p>\n<p>You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.</p>\n<p>Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.</p>\n<p>You can use the echo in the following ways:</p>\n<ul>\n<li>As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.</li>\n<li>When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.</li>\n<li>When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.</li>\n</ul>\n\n<p><b>Unleash Incarnation</b> @Compendium[world.ddb-graus-dnd-class-features.plY2HFhmufgHuTp6]{Unleash Incarnation}</p>\n<p><em>3rd-level Echo Knight feature</em></p>\n<p>You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.</p>\n<p>You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all ex
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{"_id":"74kTedTLRMTQjiEU","name":"Cleric (Order Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Order Domain</h3>\n<p>Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Domain Spells</b></p>\n<p><em>1st-level Order Domain feature</em></p>\n<p>You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the <a title=\"Divine Domain class feature\" href=\"https://www.dndbeyond.com/sources/phb/classes#DivineDomain\">Divine Domain class feature</a> in the <span class=\"Serif-Character-Style_Italic-Serif\"><i><a title=\"Player’s Handbook\" href=\"https://www.dndbeyond.com//compendium/rules/phb\">Player’s Handbook</a></i></span> for how domain spells work.</p>\n<h4><b>Order Domain Spells</b></h4>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Cleric Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>command<span style=\"font-weight:400\">, heroism</span></td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>hold person, zone of truth</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>mass healing word, slow</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>compulsion, locate creature</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>commune, dominate person</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Bonus Proficiencies</b></p>\n<p><em>1st-level Order Domain feature</em></p>\n<p>You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).</p>\n\n<p><b>Voice of Authority</b> @Compendium[world.ddb-graus-dnd-class-features.oJOofAWJtYTOS0Ef]{Voice of Authority}</p>\n<p><em>1st-level Order Domain feature</em></p>\n<p>You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.</p>\n<p>If the spell targets more than one ally, you choose the ally who can make the attack.</p>\n\n<
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{"_id":"7lxHfTGdzBKBRZtt","name":"Wizard (School of Evocation)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Evocation</h3>\n<p>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 aspi<span class=\"No-Break\">ring tyrants.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Evocation Savant</b></p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Sculpt Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Potent Cantrip</b></p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Empowered Evocation</b></p>\n<p class=\"compendium-hr\">Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.</p>\n\n<p><b>Overchannel</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or yo
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{"_id":"8lqkRoJO5VImxuFP","name":"Fighter (Gunslinger)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Gunslinger</h3>\n<p><span style=\"font-weight:400\">This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present. </span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Firearm Proficiency</b> @Compendium[world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW]{Firearm Proficiency}</p>\n<p><span style=\"font-weight:400\">Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. </span></p>\n\n<p><b>Gunsmith</b> @Compendium[world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq]{Gunsmith}</p>\n<p>Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.</p>\n<h5><strong>Firearm Properties</strong></h5>\n<p>Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.</p>\n<p><strong><em>Reload.</em></strong> The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.</p>\n<p><em><strong>Misfire.</strong></em> Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken
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{"_id":"8pEUOVELpPpEJeN1","name":"Warlock (The Undying)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Undying</h3>\n<p>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 Fista<span class=\"No-Break\">ndantalus.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\"><strong>Undying Expanded Spells</strong></h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th style=\"text-align:left\">Spell Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"text-align:left\">1st</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">false life,</span> <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">ray of sickness</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">2nd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blindness/deafness</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">silence</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">feign death</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">speak with dead</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">4th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">aura of life</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">death ward</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">contagion</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">legend lore</span></td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Among the Dead</b> @Compendium[world.ddb-graus-dnd-class-features.fNSH8j5dp3OTuC3W]{Among the Dead}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 1st level, you learn the <span class=\"Serif-Character-Style_Italic-Serif\">spa
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{"_id":"9SjHynvhOLxJ4joM","name":"Rogue (Arcane Trickster)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Arcane Trickster</h3>\n<p>Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of<span class=\"No-Break\"> adventurers.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Spellcasting</b></p>\n<p class=\"Core-Styles_Core-Body\">When you reach 3rd level, you gain the ability to cast spells. See <span style=\"color:#47d18c\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\" rel=\"nofollow\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#704cd9\"><a style=\"color:#704cd9\" title=\"Wizard Spells\" href=\"https://www.dndbeyond.com/spells?filter-class=8&filter-search=&filter-verbal=&filter-somatic=&filter-material=&filter-concentration=&filter-ritual=&filter-sub-class=\" rel=\"nofollow\">Spells Listing</a></span> for the wizard spell list.</p>\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Cantrips</span></h5>\n<p class=\"Core-Styles_Core-Body\">You learn three cantrips: <span class=\"Serif-Character-Style_Italic-Serif\">mage hand</span> and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.</p>\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Spell Slots</span></h5>\n<p class=\"Core-Styles_Core-Body\">The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\n<p class=\"Core-Styles_Core-Body\">For example, if you know the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">charm person</span> and have a 1st-level and a 2nd-level spell slot available, you can cast <span class=\"Serif-Character-Style_Italic-Serif\">charm person</span> using either slot.</p>\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Spells Known of 1st-Level and Higher</span></h5>\n<p class=\"Core-Styles_Core-Body\">You know three 1st-level wizard spells of your choice, two
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{"_id":"9fTlFAmTpIcNTlDf","name":"Ranger (Fey Wanderer)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Fey Wanderer</h3>\n<p>A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Fey Wanderer Magic</b> @Compendium[world.ddb-graus-dnd-class-features.QL5v8EL6oWhE5gUG]{Fey Wanderer Magic}</p>\n<p><em>3rd-level Fey Wanderer feature </em></p>\n<p>You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.</p>\n<h5 id=\"FeyWandererSpells\" class=\"quick-menu-exclude\">Fey Wanderer Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>charm person</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>misty step</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>dispel magic</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>dimension door</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>mislead</td>\n</tr>\n</tbody>\n</table>\n<p>You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.</p>\n<h5 id=\"Feywild GiftsTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Feywild Gifts</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th>Appearance</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Illusory butterflies flutter around you while you take a short or long rest.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Fresh, seasonal flowers sprout from your hair each dawn.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Your shadow dances while no one is looking directly at it.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Horns or antlers sprout from your head.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Your skin and hair change color to match the season at each dawn.</td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Otherworldly Glamour</b> @Compendium[world.ddb-graus-dnd-class-features.qngsgaHEn2QNAnYy]{Otherworldly Glamour}</p>\n<p><em>3rd-level Fey Wanderer feature </em></p>\n<p>Your fey qualities give you a supernatural charm. As a result, w
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{"_id":"9i3QleztRh9IbFnb","name":"Wizard (Chronurgy Magic)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>Chronurgy Magic</h3>\n<p>Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Chronal Shift</b> @Compendium[world.ddb-graus-dnd-class-features.qFpOPlTul0keHO6z]{Chronal Shift}</p>\n<p><em>2nd-level Chronurgy Magic feature</em></p>\n<p>You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.</p>\n<p>You can use this ability twice, and you regain any expended uses when you finish a long rest.</p>\n\n<p><b>Temporal Awareness</b> @Compendium[world.ddb-graus-dnd-class-features.Uuck8o4otcm0RW8y]{Temporal Awareness}</p>\n<p><em>2nd-level Chronurgy Magic feature</em></p>\n<p>You can add your Intelligence modifier to your initiative rolls.</p>\n\n<p><b>Momentary Stasis</b> @Compendium[world.ddb-graus-dnd-class-features.EC2pjfzPa4uX2eYS]{Momentary Stasis}</p>\n<p><em>6th-level Chronurgy Magic feature</em></p>\n<p>As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.</p>\n<p>You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p>\n\n<p><b>Arcane Abeyance</b> @Compendium[world.ddb-graus-dnd-class-features.7MHfVt55toW9vEhH]{Arcane Abeyance}</p>\n<p><em>10th-level Chronurgy Magic feature</em></p>\n<p>When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed
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{"_id":"AEUJessqwF6U67ld","name":"Paladin (Oath of the Open Sea)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of the Open Sea</h3>\n<p>The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore. Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Channel Divinity</b></p>\n<p>When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p>\n<p><em><strong>Marine Layer.</strong></em> As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.</p>\n<p><em><strong>Fury of the Tides.</strong></em> As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.</p>\n\n<p><b>Oath Spells</b></p>\n<p>You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.</p>\n<h5 id=\"OathoftheOpenSeaSpells\" class=\"quick-menu-exclude compendium-hr\">Oath of the Open Sea Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Paladin Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>create or destroy water, expeditious retreat</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>augury, misty step</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>call lightning, tidal wave</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>13th</p>\n</td>\n<td>\n<p>control water, freedom of movement</p>\n</td>\n</tr>\n<tr>\n
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{"_id":"ATDUMIInPckBps9a","name":"Monk (Way of the Ascendant Dragon)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Ascendant Dragon</h3>\n<p>By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Draconic Disciple</b> @Compendium[world.ddb-graus-dnd-class-features.yt0GH7usI80vTnGC]{Draconic Disciple}</p>\n<p><em>3rd-Level Way of the Ascendant Dragon Feature</em></p>\n<p>You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:</p>\n<p><strong>Draconic Presence.</strong> If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.</p>\n<p><strong>Draconic Strike.</strong> When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.</p>\n<p><strong>Tongue of Dragons.</strong> You learn to speak, read, and write Draconic or one other language of your choice.</p>\n\n<p><b>Breath of the Dragon</b> @Compendium[world.ddb-graus-dnd-class-features.6pwL6oSze9C8TJaH]{Breath of the Dragon}</p>\n<p><em>3rd-Level Way of the Ascendant Dragon Feature</em></p>\n<p>You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.</p>\n<p>At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.</p>\n<p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.</p>\n\n<p><b>Wings Unfurled</b> @Compendium[world.ddb-graus-dnd-class-features.mwWQJQxvmXldWCua]{Wings Unfurled}</p>\n<p><em>6th-Level Way of the Ascendant Dragon Feature</em></p>\n<p>When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your w
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{"_id":"Bb88Vkd15dhNl5Hw","name":"Paladin (Oath of Vengeance)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of Vengeance</h3>\n<p>The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delive<span class=\"No-Break\">ring justice.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Channel Divinity</b></p>\n<p class=\"compendium-hr\">When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Abjure Enemy. </span></strong>As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.</p>\n<p class=\"Core-Styles_Core-Body\">On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.</p>\n<p class=\"Core-Styles_Core-Body\">On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Vow of Enmity. </span></strong>As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.</p>\n\n<p><b>Relentless Avenger</b> @Compendium[world.ddb-graus-dnd-class-features.fsBIfp3kqnaeMqwz]{Relentless Avenger}</p>\n<p class=\"Core-Styles_Core-Body\">By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.</p>\n\n<p><b>Soul of Vengeance</b> @Compendium[world.ddb-graus-dnd-class-features.wEz1MFd43QY6AK
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{"_id":"BpUrnErpnOrZoXSi","name":"Barbarian","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Rage</b></p>\n<p class=\"compendium-hr\">In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">While raging, you gain the following benefits if you aren’t wearing heavy armor:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">You have advantage on Strength checks and Strength saving throws.</li>\n<li class=\"Core-Styles_Core-Bulleted\">When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.</li>\n<li class=\"Core-Styles_Core-Bulleted-Last\">You have resistance to bludgeoning, piercing, and slashing damage.</li>\n</ul>\n<p class=\"Core-Styles_Core-Body\">If you are able to cast spells, you can’t cast them or concentrate on them while raging.</p>\n<p class=\"Core-Styles_Core-Body\">Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.</p>\n\n<p><b>Unarmored Defense</b></p>\n<p>While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</p>\n\n<p><b>Reckless Attack</b></p>\n<p><span style=\"font-weight:400\">Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.</span></p>\n\n<p><b>Danger Sense</b></p>\n<p><span style=\"font-weight:400\">At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.</span></p>\n<p><span style=\"font-weight:400\">You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.</span></p>\n\n<p><b>Primal Path</b></p>\n<p><span style=\"font-weight:400\">At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice gra
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{"_id":"C7GXANo5NKBCuafi","name":"Ranger (Monster Slayer)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Monster Slayer</h3>\n<p>You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Monster Slayer Magic</b> @Compendium[world.ddb-graus-dnd-class-features.I0oRV2KvetIt5Nn3]{Monster Slayer Magic}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.</p>\n<h4 id=\"MonsterSlayerSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Monster Slayer Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>protection from evil and good</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>zone of truth</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>magic circle</td>\n</tr>\n<tr>\n<td>13th</td>\n<td>banishment</td>\n</tr>\n<tr>\n<td>17th</td>\n<td>hold monster</td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Hunter’s Sense</b> @Compendium[world.ddb-graus-dnd-class-features.GAurn6syPwTzmicM]{Hunter’s Sense}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.</p>\n<p class=\"Core-Styles_Core-Body\">You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.</p>\n\n<p><b>Slayer’s Prey</b> @Compendium[world.ddb-graus-dnd-class-features.ZLQV5XFxNU1RkJNr]{Slayer’s Prey}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit t
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{"_id":"CZdq3rTBa4AJ5uM6","name":"Warlock (The Fathomless)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Fathomless</h3>\n<p>You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?</p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p><em>1st-level Fathomless feature </em></p>\n<p>The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</p>\n<h5 id=\"LurkerExpandedSpells\" class=\"Table-Styles_Table-Title\">Fathomless Expanded Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Spell Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td> create or destroy water, thunderwave</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td> gust of wind, silence</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td> lightning bolt, sleet storm</td>\n</tr>\n<tr>\n<td>4th</td>\n<td> control water, summon elemental (water only; a spell in <a title=\"chapter 3\" href=\"https://www.dndbeyond.com/sources/tcoe/magical-miscellany#SummonElemental\">chapter 3</a>)</td>\n</tr>\n<tr>\n<td>5th</td>\n<td> Bigby’s hand (appears as a tentacle), cone of cold</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Tentacle of the Deeps</b> @Compendium[world.ddb-graus-dnd-class-features.gWmAMd8cFbE6vsab]{Tentacle of the Deeps}</p>\n<p><em>1st-level Fathomless feature </em></p>\n<p>You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.</p>\n<p>When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.</p>\n<p>As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n\n<p><b>Gift of the Sea</b> @Compendium[world.ddb-graus-dnd-class-features.K1p04wejjVmwE5c8]{Gift of the Sea}</p>\n<p><em>1st-level Fatho
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{"_id":"DAOmI9jz77Wqjijq","name":"Paladin (Oath of Conquest)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of Conquest</h3>\n<p>The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Oath Spells</b></p>\n<p class=\"Core-Styles_Core-Body\">You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.</p>\n<h4 id=\"OathofConquestSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Oath of Conquest Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Paladin Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">armor of Agathys</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">command</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">spiritual weapon</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bestow curse</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fear</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">dominate beast</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">stoneskin</span></td>\n</tr>\n<tr>\n<td>17th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">cloudkill</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">dominate person</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Channel Divinity</b></p>\n<p class=\"Core-Styles_Core-Body\">When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Conquering Presence.</span> </strong></em>You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed s
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{"_id":"DByEgc2b475XCdke","name":"Fighter (Samurai)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Samurai</h3>\n<p>The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiency</b></p>\n<p>When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.</p>\n\n<p><b>Fighting Spirit</b> @Compendium[world.ddb-graus-dnd-class-features.DeMu4wUJ6IH8NH7f]{Fighting Spirit}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.</p>\n<p class=\"Core-Styles_Core-Body\">You can use this feature three times, and you regain all expended uses of it when you finish a long rest.</p>\n\n<p><b>Elegant Courtier</b> @Compendium[world.ddb-graus-dnd-class-features.h4sooQNU3vHg1lWH]{Elegant Courtier}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.</p>\n<p class=\"Core-Styles_Core-Body\">Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).</p>\n\n<p><b>Tireless Spirit</b> @Compendium[world.ddb-graus-dnd-class-features.9D2bySF1c1ftnRMf]{Tireless Spirit}</p>\n<p>Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.</p>\n\n<p><b>Rapid Strike</b> @Compendium[world.ddb-graus-dnd-class-features.CQ8pn9c861jyRNPb]{Rapid Strike}</p>\n<p>Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targ
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{"_id":"DIyKEWwpt4gSESk3","name":"Artificer (Alchemist)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"<p>Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Constitution & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637037130286530746-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">any two simple weapons of your choice</li>\n<li class=\"Core-Styles_Core-Bulleted\">a light crossbow and 20 bolts</li>\n<li class=\"Core-Styles_Core-Bulleted\">your choice of studded leather armor or scale mail</li>\n<li class=\"Core-Styles_Core-Bulleted\">thieves’ tools and a dungeoneer’s pack</li>\n</ul>\n<p>If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.</p>\n\n<h3>Alchemist</h3>\n<p>An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Tool Proficiency</b></p>\n<p><em>3rd-level Alchemist feature</em></p>\n<p>You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.</p>\n\n<p><b>Alchemist Spells</b> @Compendium[world.ddb-graus-dnd-class-features.VOt5SIBWv8hxwX83]{Alchemist Spells}</p>\n<p><em>3rd-level Alchemist feature</em></p>\n<p>You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.</p>\n<h4 id=\"AlchemistSpellsTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Alchemist Spells</h4>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Artificer Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>healing word, ray of sickness</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>flaming sphere, Melf’s acid arrow</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>gaseous form, mass healing word</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>13th</p>\n</td>\n<td>\n<p>blight, death ward</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>17th</p>\n</td>\n<td>\n<p>cloudkill, raise dead</p>\n</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Experimental Elixir</b> @Compendium[world.ddb-graus-dnd-class-features.5FelEVwUjwxEaofx]{Experimental Elixir}</p>\n<p><em>3rd-level Alchemist feature</em></p>\n<p>Whenever you finish a long rest, you can magically produce an <em>experimental elixir</em> in an empty flask you touch. Roll on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.</p>\n<p>You can create additional <em>experimental elixirs</em> by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table.</p>\n<p>Creating an <em>experimental elixir</em> requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.</p>\n<p>When you reach certain level
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{"_id":"DjUU8VXxZl8k6uPQ","name":"Bard (College of Whispers)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Whispers</h3>\n<p>Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Psychic Blades</b></p>\n<p class=\"Core-Styles_Core-Body\">When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.</p>\n<p class=\"Core-Styles_Core-Body\">When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.</p>\n<p class=\"Core-Styles_Core-Body\">The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.</p>\n\n<p><b>Words of Terror</b> @Compendium[world.ddb-graus-dnd-class-features.lYMdxsMsTV8SRF4c]{Words of Terror}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.</p>\n<p class=\"Core-Styles_Core-Body\">If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.</p>\n<p class=\"Core-Styles_Core-Body\">If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.</p>\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you can’t use it again until you finish a short or long rest.</p>\n\n<p><b>Mantle of Whispers</b> @Compendium[world.ddb-graus-dnd-class-features.YV0c9KaX7eYzjKb6]{Mantle of Whispers}</p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until
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{"_id":"DsgmaqZK2Xb4BsKb","name":"Sorcerer (Draconic Bloodline)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Draconic Bloodline</h3>\n<p>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 <span class=\"No-Break\">circumstance.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Dragon Ancestor</b></p>\n<p class=\"compendium-hr\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Draconic Ancestry</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr class=\"Table _idGenTableRowColumn-3\">\n<th class=\"Table Table-Header\">Dragon</th>\n<th class=\"Table Table-Header _idGenCellOverride-1\">Damage Type</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Black</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Acid</p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-5\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Blue</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Lightning</p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Brass</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Fire</p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-5\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Bronze</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Lightning</p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Copper</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Acid</p>\n</td>\n</tr>\n<tr class=\"Table _idGen
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{"_id":"EJQlgqUAdC0cayRi","name":"Artificer (Armorer)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"<p>Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Constitution & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637037130286530746-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">any two simple weapons of your choice</li>\n<li class=\"Core-Styles_Core-Bulleted\">a light crossbow and 20 bolts</li>\n<li class=\"Core-Styles_Core-Bulleted\">your choice of studded leather armor or scale mail</li>\n<li class=\"Core-Styles_Core-Bulleted\">thieves’ tools and a dungeoneer’s pack</li>\n</ul>\n<p>If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.</p>\n\n<h3>Armorer</h3>\n<p>An artificer who specializes as an Armorer modifies armor to function almost like a second skin.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Tools of the Trade</b> @Compendium[world.ddb-graus-dnd-class-features.G3DR1r9RIaxbokV9]{Tools of the Trade}</p>\n<p><em>3rd-level Armorer feature</em></p>\n<p>You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.</p>\n\n<p><b>Armorer Spells</b> @Compendium[world.ddb-graus-dnd-class-features.KET4NGbUEYbHVN7u]{Armorer Spells}</p>\n<p><em>3rd-level Armorer feature</em></p>\n<p>You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.</p>\n<h5 id=\"AlchemistSpellsTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Armorer Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Artificer Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>magic missile, thunderwave</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>mirror image, shatter</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>hypnotic pattern, lightning bolt</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>13th</p>\n</td>\n<td>\n<p>fire shield, greater invisibility</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>17th</p>\n</td>\n<td>\n<p>passwall, wall of force</p>\n</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Arcane Armor</b> @Compendium[world.ddb-graus-dnd-class-features.k9rapqqKzVNRJaPw]{Arcane Armor}</p>\n<p><em>3rd-level Armorer feature</em></p>\n<p>Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.</p>\n<p>You gain the following benefits while wearing this armor:</p>\n<ul>\n<li>If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.</li>\n<li>You can use the arcane armor as a spellcasting focus for your artificer spells.</li>\n<li>The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.</li>\n<li>You can doff or don the armor as an action.</li>\n</ul>\n<p>The armor continues to be Arcane Armor until you don another suit of armor or you die.</p>\n\n<p><b>Armor Model</b> @Comp
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{"_id":"FFUpL55SFQDyQ6nG","name":"Paladin (Oath of Devotion)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of Devotion</h3>\n<p class=\"Core-Styles_Core-Body\">The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or c<span class=\"No-Break\">oats of arms.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Channel Divinity</b></p>\n<p class=\"Basic-Paragraph\">When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Sacred Weapon. </span></strong>As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.</p>\n<p class=\"Core-Styles_Core-Body\">You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Turn the Unholy.</span></strong> As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.</p>\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge ac
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{"_id":"FMZahkmxJhYv3dPg","name":"Rogue","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>\n\n<p><b>Expertise</b></p>\n<p class=\"compendium-hr\">At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.</p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.</p>\n\n<p><b>Sneak Attack</b></p>\n<p class=\"Core-Styles_Core-Body\">Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.</p>\n<p class=\"Core-Styles_Core-Body\">You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.</p>\n<p class=\"Core-Styles_Core-Body\">The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.</p>\n\n<p><b>Thieves’ Cant</b> @Compendium[world.ddb-graus-dnd-class-features.QQp7Q9NOphhzvc3C]{Thieves’ Cant}</p>\n<p class=\"Core-Styles_Core-Body\">During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.</p>\n<p class=\"Core-Styles_Core-Body\">In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide
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{"_id":"FSW0dhExPfrwtMTH","name":"Bard (College of Creation)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Creation</h3>\n<p>The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.”</p>\n\n<h3>Class Features</h3>\n\n<p><b>Mote of Potential</b> @Compendium[world.ddb-graus-dnd-class-features.cQrYd8JdouJBYipv]{Mote of Potential}</p>\n<p><em>3rd-level College of Creation feature</em></p>\n<p>Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.</p>\n<p>When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:</p>\n<p><strong>Ability Check.</strong> When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.</p>\n<p><strong>Attack Roll.</strong> Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.</p>\n<p><strong>Saving Throw.</strong> Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).</p>\n\n<p><b>Performance of Creation</b> @Compendium[world.ddb-graus-dnd-class-features.04c6EmRlZy8GNu06]{Performance of Creation}</p>\n<p><em>3rd-level College of Creation feature</em></p
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{"_id":"FlldDSgJNWJe2Etl","name":"Cleric (Grave Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Grave Domain</h3>\n<p>Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Domain Spells</b></p>\n<p class=\"Core-Styles_Core-Body\">You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.</p>\n<h4 id=\"GraveDomainSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Grave Domain Spells</h4>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Cleric Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bane</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">false life</span></td>\n</tr>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">gentle repose</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">ray of enfeeblement</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">revivify</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">vampiric touch</span></td>\n</tr>\n<tr>\n<td>7th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blight</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">death ward</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">antilife shell</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">raise dead</span></td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Circle of Mortality</b> @Compendium[world.ddb-graus-
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{"_id":"GXYDdU0Anr3gFj5x","name":"Wizard (School of Illusion)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Illusion</h3>\n<p>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 p<span class=\"No-Break\">ersonal gain.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Illusion Savant</b> @Compendium[world.ddb-graus-dnd-class-features.lGmX52tzSqdjZcJV]{Illusion Savant}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Improved Minor Illusion</b> @Compendium[world.ddb-graus-dnd-class-features.Tco6ZO6o72OF4zzy]{Improved Minor Illusion}</p>\n<p class=\"compendium-hr\">When you choose this school at 2nd level, you learn the <span class=\"Serif-Character-Style_Italic-Serif\">minor illusion</span> 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.</p>\n<p class=\"Core-Styles_Core-Body\">When you cast <span class=\"Serif-Character-Style_Italic-Serif\">minor illusion,</span> you can create both a sound and an image with a single casting of the spell.</p>\n\n<p><b>Malleable Illusions</b> @Compendium[world.ddb-graus-dnd-class-features.AcoRGcq8dnEC4VtH]{Malleable Illusions}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Illusory Self</b> @Compendium[world.ddb-graus-dnd-class-features.uRqRCGgsvALu11ZA]{Illusory Self}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you can’t use it again until you finish a short or long rest.</p>\n\n<p><b>Illusory Reality</b> @Compendium[wor
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{"_id":"HVRFpHRWvveaKAHv","name":"Wizard (School of Abjuration)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Abjuration</h3>\n<p class=\"Core-Styles_Core-Body\">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 respec<span class=\"No-Break\">ted vocation.</span></p>\n<p class=\"Core-Styles_Core-Body\">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 mu<span class=\"No-Break\">st be closed.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Abjuration Savant</b> @Compendium[world.ddb-graus-dnd-class-features.pwc5Y3fOqHHveEcC]{Abjuration Savant}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Arcane Ward</b> @Compendium[world.ddb-graus-dnd-class-features.72vfR0I5aMpI6JaW]{Arcane Ward}</p>\n<p class=\"compendium-hr\">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 a hit point maximum equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">Once you create the ward, you can’t create it again until you finish a long rest.</p>\n\n<p><b>Projected Ward</b> @Compendium[world.ddb-graus-dnd-class-features.uyzhufAbRZBlVmsM]{Projected Ward}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Improved Abjuration</b> @Compendium
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{"_id":"HxYtdPVyNAMg75MG","name":"Fighter (Battle Master)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Battle Master</h3>\n<p>Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Combat Superiority</b> @Compendium[world.ddb-graus-dnd-class-features.OrLaBY2XfUAHF2ic]{Combat Superiority}</p>\n<p class=\"compendium-hr\">When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Maneuvers. </span></strong>You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.</p>\n<p class=\"Core-Styles_Core-Body\">You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Superiority Dice. </span></strong>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.</p>\n<p class=\"Core-Styles_Core-Body\">You gain another superiority die at 7th level and one more at 15th level.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Saving Throws. </span></strong>Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:</p>\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Maneuver save DC</span></strong> = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)</p>\n\n<p><b>Student of War</b> @Compendium[world.ddb-graus-dnd-class-features.73Lhn6LHDsnf3n
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{"_id":"IEwjSgx8bfOSy9Fw","name":"Monk","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Unarmored Defense</b></p>\n<p class=\"compendium-hr\">Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</p>\n\n<p><b>Martial Arts</b></p>\n<p class=\"compendium-hr\">At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.</li>\n<li class=\"Core-Styles_Core-Bulleted\">You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</li>\n<li class=\"Core-Styles_Core-Bulleted-Last\">When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.</li>\n</ul>\n<p class=\"Core-Styles_Core-Body\">Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the <a title=\"Weapons\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#Weapons\">Weapons</a> section.</p>\n\n<p><b>Ki</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.</p>\n<p class=\"Core-Styles_Core-Body\">You can spend these points to fuel various ki features. You start knowing three such features: <strong>Flurry of Blows</strong>, <strong>Patient Defense</strong>, and <strong>Step of the Wind</strong>. You learn more ki features as you gain levels in this class.</p>\n<p class=\"Core-Styles_Core-Body\">When you spend a ki point, it is unavailable until y
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{"_id":"IRTJ4FIdtUrskKSx","name":"Druid (Circle of the Land (Desert))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Desert)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person</spa
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{"_id":"IUKcWFMy8peREYeF","name":"Artificer (Battle Smith)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"<p>Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Constitution & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637037130286530746-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">any two simple weapons of your choice</li>\n<li class=\"Core-Styles_Core-Bulleted\">a light crossbow and 20 bolts</li>\n<li class=\"Core-Styles_Core-Bulleted\">your choice of studded leather armor or scale mail</li>\n<li class=\"Core-Styles_Core-Bulleted\">thieves’ tools and a dungeoneer’s pack</li>\n</ul>\n<p>If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.</p>\n\n<h3>Battle Smith</h3>\n<p>A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Tool Proficiency</b></p>\n<p><em>3rd-level Battle Smith feature</em></p>\n<p>You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.</p>\n\n<p><b>Battle Smith Spells</b> @Compendium[world.ddb-graus-dnd-class-features.tbbyt3SBMS02ipqC]{Battle Smith Spells}</p>\n<p><em>3rd-level Battle Smith feature</em></p>\n<p>You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.</p>\n<h4 id=\"BattleSmithSpellsTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Battle Smith Spells</h4>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Artificer Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>heroism, shield</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>branding smite, warding bond</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>aura of vitality, conjure barrage</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>13th</p>\n</td>\n<td>\n<p>aura of purity, fire shield</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>17th</p>\n</td>\n<td>\n<p>banishing smite, mass cure wounds</p>\n</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Battle Ready</b> @Compendium[world.ddb-graus-dnd-class-features.NECuTDRT3wxXpB1u]{Battle Ready}</p>\n<p><em>3rd-level Battle Smith feature</em></p>\n<p>Your combat training and your experiments with magic have paid off in two ways:</p>\n<ul>\n<li>You gain proficiency with martial weapons.</li>\n<li>When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.</li>\n</ul>\n\n<p><b>Steel Defender</b> @Compendium[world.ddb-graus-dnd-class-features.NtNKsiIj31h17vNm]{Steel Defender}</p>\n<p><em>3rd-level Battle Smith feature</em></p>\n<p>Your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.</p>\n<p>In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can
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{"_id":"J5fJbaHcZlWY216t","name":"Rogue (Mastermind)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Mastermind</h3>\n<p>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.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Master of Intrigue</b> @Compendium[world.ddb-graus-dnd-class-features.Pr9A21ESjrlSXXrZ]{Master of Intrigue}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.</p>\n\n<p><b>Master of Tactics</b> @Compendium[world.ddb-graus-dnd-class-features.3fHABs7pX2DSWlpH]{Master of Tactics}</p>\n<p>Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.</p>\n\n<p><b>Insightful Manipulator</b> @Compendium[world.ddb-graus-dnd-class-features.pHCUM8kyGLRY38Tx]{Insightful Manipulator}</p>\n<p>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:</p>\n<ul>\n<li>Intelligence score</li>\n<li>Wisdom score</li>\n<li>Charisma score</li>\n<li>Class levels (if any)</li>\n</ul>\n<p>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.</p>\n\n<p><b>Misdirection</b> @Compendium[world.ddb-graus-dnd-class-features.zRwojcg8y3NlcEAe]{Misdirection}</p>\n<p>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 y
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{"_id":"K9Q12yxuzsQ2yOgN","name":"Fighter (Eldritch Knight)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Eldritch Knight</h3>\n<p>The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in<span class=\"No-Break\"> a spellbook.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Spellcasting</b></p>\n<p class=\"compendium-hr\">When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See <span style=\"color:#47d18c\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\" rel=\"nofollow\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#704cd9\"><a style=\"color:#704cd9\" title=\"Wizard Spells\" href=\"https://www.dndbeyond.com/spells?filter-class=8&filter-search=&filter-verbal=&filter-somatic=&filter-material=&filter-concentration=&filter-ritual=&filter-sub-class=\" rel=\"nofollow\">Spells Listing</a></span> for the wizard spell list.</p>\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Cantrips</span></h5>\n<p class=\"Core-Styles_Core-Body\">You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.</p>\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Spell Slots</span></h5>\n<p class=\"Core-Styles_Core-Body\">The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\n<p class=\"Core-Styles_Core-Body\">For example, if you know the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">shield</span> and have a 1st-level and a 2nd-level spell slot available, you can cast <span class
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{"_id":"KDGX79wWBIb3taBC","name":"Blood Hunter (Order of the Mutant)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"<p>A fanatical slayer that embraces dark knowledge to destroy evil</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity, & Intelligence<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637158853097790600-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a martial weapon or (b) two simple weapons</li>\n<li>(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts</li>\n<li>(a) studded leather armor or (b) scale mail armor</li>\n<li>an explorer’s pack</li>\n</ul>\n<p>Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.</p>\n\n<h3>Order of the Mutant</h3>\n<p>Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Formulas</b> @Compendium[world.ddb-graus-dnd-class-features.4nMuRAsnpNWPUPb6]{Formulas}</p>\n<p>You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.</p>\n<p>Beginning at 3rd level, you choose to learn four mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.</p>\n<p>Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.</p>\n\n<p><b>Mutagens</b> @Compendium[world.ddb-graus-dnd-class-features.r3utiHJrvOeGfj2V]{Mutagens}</p>\n<p>These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.</p>\n<h5>Aether</h5>\n<p><em>Prerequisite: 11th level.<br /></em>You gain a flying speed of 20 feet for 1 hour.<br /><em><strong>Side effect.</strong></em> You have disadvantage on Strength and Dexterity ability checks for 1 hour.</p>\n<h5>Alluring</h5>\n<p>Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.<br /><em><strong>Side effect.</strong></em> You have disadvantage on initiative rolls.</p>\n<h5>Celerity</h5>\n<p>Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.<br /><em><strong>Side effect.</strong></em> You have disadvantage on Wisdom saving throws.</p>\n<h5>Conversant</h5>\n<p>You gain advantage on Intelligence ability checks.<br /><em><strong>Side effect.</strong></em> You have disadvantage on Wisdom ability checks.</p>\n<h5>Cruelty</h5>\n<p><em>Prerequisite: 11th level.<br /></em>When you use the Attack action, you can make an additional weapon attack as a bonus action.<br /><em><strong>Side effect.</strong></em> You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.</p>\n<h5>Deftness</h5>\n<p>You gain advantage on Dexterity ability checks.<br /><em><strong>Side effect.</strong></em> You have disadvantage on Wisdom ability checks.</p>\n<h5>Embers</h5>\n<p>You gain resistance to fire damage.<br /><em><strong>Side effect.</strong></em> You gain vulnerability to cold damage.</p>\n<h5>Gelid</h5>\n<p>You gain resistance to cold damage.<br /><em><strong>Side effect.</strong></em> You gain vulnerability to fire damage.</p>\n<h5>Impermeable</h5>\n<p>You gain resistance to piercing damage.<br /><em><st
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{"_id":"KfHq5Qf9A8cWDOBG","name":"Rogue (Thief)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Thief</h3>\n<p class=\"Core-Styles_Core-Body\">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 cou<span class=\"No-Break\">ldn’t employ.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Fast Hands</b></p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Second-Story Work</b></p>\n<p class=\"compendium-hr\">When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.</p>\n<p class=\"Core-Styles_Core-Body\">In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.</p>\n\n<p><b>Supreme Sneak</b></p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Use Magic Device</b></p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Thief’s Reflexes</b> @Compendium[world.ddb-graus-dnd-class-features.wZXJ0KvbJ7cDnISP]{Thief’s Reflexes}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you
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{"_id":"KioFZtRsQTvgqdoR","name":"Wizard (War Magic)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>War Magic</h3>\n<p>A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Arcane Deflection</b> @Compendium[world.ddb-graus-dnd-class-features.zHnvMuJttNgFQA3V]{Arcane Deflection}</p>\n<p class=\"Core-Styles_Core-Body\">At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.</p>\n<p class=\"Core-Styles_Core-Body\">When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.</p>\n\n<p><b>Tactical Wit</b> @Compendium[world.ddb-graus-dnd-class-features.iXjVDPgi2Lp01ZxR]{Tactical Wit}</p>\n<p>Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.</p>\n\n<p><b>Power Surge</b> @Compendium[world.ddb-graus-dnd-class-features.2CKt1C60CBWi389d]{Power Surge}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.</p>\n<p class=\"Core-Styles_Core-Body\">You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with <span class=\"Serif-Character-Style_Italic-Serif\">dispel magic</span> or <span class=\"Serif-Character-Style_Italic-Serif\">counterspell</span>, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.</p>\n<p class=\"Core-Styles_Core-Body\">Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.</p>\n\n<p><b>Durable Magic</b> @Compendium[world.ddb-graus-dnd-class-features.N6YxVBxWMS0BmVWr]{Durable Magic}</p>\n<p>Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell,
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{"_id":"LOps74J4iSH21fx1","name":"Sorcerer (Storm Sorcery)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Storm Sorcery</h3>\n<p>Your innate magic comes from the power of elemental air.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Wind Speaker</b> @Compendium[world.ddb-graus-dnd-class-features.EJbzrdnkG8e38zeQ]{Wind Speaker}</p>\n<p>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.</p>\n\n<p><b>Tempestuous Magic</b> @Compendium[world.ddb-graus-dnd-class-features.bzCzbF11fcnFHu8C]{Tempestuous Magic}</p>\n<p>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.</p>\n\n<p><b>Heart of the Storm</b> @Compendium[world.ddb-graus-dnd-class-features.gorEYP4GxTAJWXHZ]{Heart of the Storm}</p>\n<p>At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.</p>\n\n<p><b>Storm Guide</b> @Compendium[world.ddb-graus-dnd-class-features.Z9fIznIm7fJwypWA]{Storm Guide}</p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you gain the ability to subtly control the weather around you.</p>\n<p class=\"Core-Styles_Core-Body\">If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.</p>\n\n<p><b>Storm’s Fury</b> @Compendium[world.ddb-graus-dnd-class-features.LHPJJAsugous77jH]{Storm’s Fury}</p>\n<p>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
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{"_id":"LyenXcYlQg928Eoq","name":"Barbarian (Path of the Battlerager)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of the Battlerager</h3>\n<p>Battleragers specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury <span class=\"No-Break\">of battle.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Restriction: Dwarves Only</b> @Compendium[world.ddb-graus-dnd-class-features.QnUJNjijpBsqRhLQ]{Restriction: Dwarves Only}</p>\n<p class=\"Core-Styles_Core-Body\">Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.</p>\n<p class=\"Core-Styles_Core-Body\">Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.</p>\n\n<p><b>Battlerager Armor</b> @Compendium[world.ddb-graus-dnd-class-features.kgsjkyhaNsntkV56]{Battlerager Armor}</p>\n<p class=\"Core-Styles_Core-Body\">When you choose this path at 3rd level, you gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon.</p>\n<p class=\"Core-Styles_Core-Body\">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 against 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.</p>\n<p class=\"Core-Styles_Core-Body\">Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.</p>\n<blockquote>\n<p class=\"Core-Styles_Core-Body\"><strong>SPIKED ARMOR</strong></p>\n<p class=\"Core-Styles_Core-Body\">Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.<br /><strong>Cost: </strong>75 gp<br /><strong>AC:</strong> 14 + Dexterity modifier (max 2)<br /><strong>Stealth:</strong> Disadvantage <br /><strong>Weight:</strong> 45 lb.</p>\n</blockquote>\n\n<p><b>Reckless Abandon</b> @Compendium[world.ddb-graus-dnd-class-features.nzcFpJqkKJqXLSWL]{Reckless Abandon}</p>\n<p>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.</p>\n\n<p><b>Battlerager Charge</b> @Compendium[world.ddb-graus-dnd-class-features.8c7eM7lPEMw43H1a]{Battlerager Charge}</p>\n<p>Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.</p>\n\n<p><b>Spiked Retribution</b> @Compendium[world.ddb-graus-dnd-class-features.JoiHoeAp7B8gsSV7]{Spiked Retribution}</p>\n<p>Starting at 14th leve
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{"_id":"MObfDgpa27eVVIlf","name":"Ranger (Drakewarden)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Drakewarden</h3>\n<p>Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Draconic Gift</b> @Compendium[world.ddb-graus-dnd-class-features.niIQmSwsDoOQ5k9g]{Draconic Gift}</p>\n<p><em>3rd-Level Drakewarden Feature</em></p>\n<p>The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:</p>\n<p><strong>Thaumaturgy.</strong> You learn the thaumaturgy cantrip, which is a ranger spell for you.</p>\n<p><strong>Tongue of Dragons.</strong> You learn to speak, read, and write Draconic or one other language of your choice.</p>\n\n<p><b>Bond of Fang and Scale</b> @Compendium[world.ddb-graus-dnd-class-features.5Xmsq7JpMEdu92Cn]{Bond of Fang and Scale}</p>\n<p><em>7th-Level Drakewarden Feature</em></p>\n<p>The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.</p>\n<p>In addition, while your drake is summoned, you and the drake gain the following benefits:</p>\n<p><strong>Drake Mount.</strong> The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.</p>\n<p><strong>Magic Fang.</strong> The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.</p>\n<p><strong>Resistance.</strong> You gain resistance to the damage type chosen for the drake’s Draconic Essence.</p>\n\n<p><b>Drake’s Breath</b> @Compendium[world.ddb-graus-dnd-class-features.lYzu026jxjEgvpr7]{Drake’s Breath}</p>\n<p><em>11th-Level Drakewarden Feature</em></p>\n<p>As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.</p>\n<p>This damage increases to 10d6 when you reach 15th level in this class.</p>\n<p>Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.</p>\n\n<p><b>
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{"_id":"MXk9cVQ40vy6IoPt","name":"Cleric (Death Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Death Domain</h3>\n<p>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 Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiency</b></p>\n<p>When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.</p>\n\n<p><b>Reaper</b> @Compendium[world.ddb-graus-dnd-class-features.3Cnk53PtvwmYU9ON]{Reaper}</p>\n<p>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.</p>\n\n<p><b>Channel Divinity: Touch of Death</b> @Compendium[world.ddb-graus-dnd-class-features.FmBMgNjZYRPueinz]{Channel Divinity: Touch of Death}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Inescapable Destruction</b> @Compendium[world.ddb-graus-dnd-class-features.F8NmLCPB1dHcvBIN]{Inescapable Destruction}</p>\n<p>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.</p>\n\n<p><b>Divine Strike</b></p>\n<p>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.</p>\n\n<p><b>Improved Reaper</b> @Compendium[world.ddb-graus-dnd-class-features.9BdMKBhBtOijlKSq]{Improved Reaper}</p>\n<p>Starting at 17th level, when the cleric casts a ne
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{"_id":"MpNeFjoQEcqVarXI","name":"Monk (Way of the Drunken Master)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Drunken Master</h3>\n<p>The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p>When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.</p>\n\n<p><b>Drunken Technique</b> @Compendium[world.ddb-graus-dnd-class-features.41cUkikXzsrkWkTz]{Drunken Technique}</p>\n<p>At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.</p>\n\n<p><b>Tipsy Sway</b> @Compendium[world.ddb-graus-dnd-class-features.tyFuiCXL1tD9CVND]{Tipsy Sway}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Leap to Your Feet.</span> </strong></em>When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Redirect Attack.</span></strong></em> When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.</p>\n\n<p><b>Drunkard’s Luck</b> @Compendium[world.ddb-graus-dnd-class-features.n86VyisHa9xV35q3]{Drunkard’s Luck}</p>\n<p>Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.</p>\n\n<p><b>Intoxicated Frenzy</b> @Compendium[world.ddb-graus-dnd-class-features.AQiiDvzjhYaFCLvu]{Intoxicated Frenzy}</p>\n<p>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
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{"_id":"N6KFLoQ0QRju4gUb","name":"Paladin (Oath of Glory)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of Glory</h3>\n<p>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Oath Spells</b></p>\n<p><em>3rd-level Oath of Glory feature</em></p>\n<p>You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.</p>\n<h5 id=\"OathofVengeanceSpells\" class=\"quick-menu-exclude compendium-hr\">Oath of Glory Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Paladin Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>guiding bolt, heroism</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>enhance ability, magic weapon</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>haste, protection from energy</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>13th</p>\n</td>\n<td>\n<p>compulsion, freedom of movement</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>17th</p>\n</td>\n<td>\n<p>commune, flame strike</p>\n</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Channel Divinity</b></p>\n<p><em>3rd-level Oath of Glory feature</em></p>\n<p>You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.</p>\n<p><strong><em>Peerless Athlete.</em> </strong>As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).</p>\n<p><em><strong>Inspiring Smite.</strong></em> Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.</p>\n\n<p><b>Aura of Alacrity</b> @Compendium[world.ddb-graus-dnd-class-features.NKsa1kXIFpCVE1Lm]{Aura of Alacrity}</p>\n<p><em>7th- and 18th-level Oath of Glory feature</em></p>\n<p>You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a batt
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{"_id":"NqbDFFE9A33wCJi7","name":"Wizard (School of Divination)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Divination</h3>\n<p>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, a<span class=\"No-Break\">nd foresight.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Divination Savant</b> @Compendium[world.ddb-graus-dnd-class-features.KPOMvngQARQLdu9U]{Divination Savant}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Portent</b> @Compendium[world.ddb-graus-dnd-class-features.U9GjDmYqEuDu5TtU]{Portent}</p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.</p>\n\n<p><b>Expert Divination</b> @Compendium[world.ddb-graus-dnd-class-features.O12hYO7X60nRPqqn]{Expert Divination}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>The Third Eye</b> @Compendium[world.ddb-graus-dnd-class-features.94z4yoDeDVUXZmJV]{The Third Eye}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Darkvision.</span></strong> You gain darkvision out to a range of 60 feet, as describe
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{"_id":"ORYPrEGhummOIk6a","name":"Barbarian (Path of Wild Magic)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of Wild Magic</h3>\n<p>As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Magic Awareness</b> @Compendium[world.ddb-graus-dnd-class-features.QYuAY24ncVKCvUWm]{Magic Awareness}</p>\n<p><em>3rd-level Path of Wild Magic feature</em></p>\n<p>As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.</p>\n<p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n\n<p><b>Wild Surge</b> @Compendium[world.ddb-graus-dnd-class-features.xFZN0Y2DDXw9IHBy]{Wild Surge}</p>\n<p><em>3rd-level Path of Wild Magic feature</em></p>\n<p>The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.</p>\n<p>If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.</p>\n<h5 id=\"WildMagicTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Wild Magic</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d8</th>\n<th>Effect</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves you
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{"_id":"OWZHEZiGkGdS1ITM","name":"Paladin (Oath of the Ancients)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of the Ancients</h3>\n<p>The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Channel Divinity</b></p>\n<p class=\"Basic-Paragraph\">When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Nature’s Wrath. </span></strong>You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Turn the Faithless. </span></strong>You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.</p>\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>\n<p class=\"Core-Styles_Core-Body\">If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.</p>\n\n<p><b>Aura of Warding</b> @Compendium[world.ddb-graus-dnd-class-features.cL9vcOwsUfpNUPQv]{Aura of Wa
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{"_id":"PNuzvS4HgKr7uDuG","name":"Druid (Circle of the Moon)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Moon</h3>\n<p class=\"Core-Styles_Core-Body\">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 a<span class=\"No-Break\">nother druid.</span></p>\n<p class=\"Core-Styles_Core-Body\">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 d<span class=\"No-Break\">ruid’s blood.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Combat Wild Shape</b> @Compendium[world.ddb-graus-dnd-class-features.uL5PCMFlL5bqjOeP]{Combat Wild Shape}</p>\n<p>When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.</p>\n<p>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.</p>\n\n<p><b>Circle Forms</b> @Compendium[world.ddb-graus-dnd-class-features.fWvh1WWDygnxGGT8]{Circle Forms}</p>\n<p>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).</p>\n<p>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.</p>\n\n<p><b>Primal Strike</b> @Compendium[world.ddb-graus-dnd-class-features.3ax07EPSe8PxhJfN]{Primal Strike}</p>\n<p>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.</p>\n\n<p><b>Elemental Wild Shape</b> @Compendium[world.ddb-graus-dnd-class-features.9y9T2vtl5y4eNhgN]{Elemental Wild Shape}</p>\n<p>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.</p>\n\n<p><b>Thousand Forms</b> @Compendium[world.ddb-graus-dnd-class-features.nJdr8tDqkSZu7D5Z]{Thousand Forms}</p>\n<p>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.</p>\n\n<p><b>Druidic</b></p>\n<p>You know Druidic, the secret language of druids. You can speak the language and use it t
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{"_id":"Pgdw7yC1qD0SaLIf","name":"Warlock (The Hexblade)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Hexblade</h3>\n<p>You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword <span class=\"Serif-Character-Style_Italic-Serif\">Blackrazor</span> is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p class=\"Core-Styles_Core-Body\">The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</p>\n<h4 id=\"HexbladeExpandedSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Hexblade Expanded Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Spell Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">shield</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">wrathful smite</span></td>\n</tr>\n<tr>\n<td>2nd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blur</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">branding smite</span></td>\n</tr>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blink</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">elemental weapon</span></td>\n</tr>\n<tr>\n<td>4th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">phantasmal killer</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">staggering smite</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">banishing smite</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">cone of cold</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Hexblade’s Curse</b> @Compendium[world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9]{Hexblade’s Curse}</p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, c
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{"_id":"PvcK8Iw7B8mJEMN1","name":"Paladin (Oath of the Crown)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of the Crown</h3>\n<p>The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Oath Spells</b></p>\n<p class=\"Core-Styles_Core-Body\">You gain oath spells at the paladin levels listed.</p>\n<h5 class=\"Table-Styles_Table-Title\"><strong>Oath of the Crown Spells</strong></h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th style=\"text-align:left\">Paladin Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"text-align:left\">3rd</td>\n<td><span class=\"CharOverride-2\">command, compelled duel</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">5th</td>\n<td><span class=\"CharOverride-2\">warding bond, zone of truth</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">9th</td>\n<td><span class=\"CharOverride-2\">aura of vitality</span>,<span class=\"CharOverride-2\"> spirit guardians</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">13th</td>\n<td><span class=\"CharOverride-2\">banishment, guardian of faith</span></td>\n</tr>\n<tr>\n<td style=\"text-align:left\">17th</td>\n<td><span class=\"CharOverride-2\">circle of power, geas</span></td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Channel Divinity</b></p>\n<p class=\"Core-Styles_Core-Body\">When you take this oath at 3rd level, you gain the following Channel Divinity options.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Inline-Subhead\">Champion Challenge</span><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">.</span></strong> As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Inline-Subhead\">Turn the Tide</span><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">.</span></strong> As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.</p>\n\n<p><b>Divine Allegiance</b> @Compendium[world.ddb-graus-dnd-class-features.t4cLWbad4YSpBa7
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{"_id":"Q7nQ4VL6uLvb1Gbr","name":"Monk (Way of the Long Death)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Long Death</h3>\n<p>Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Touch of Death</b> @Compendium[world.ddb-graus-dnd-class-features.GrP9GRDzfiM0YdB1]{Touch of Death}</p>\n<p>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).</p>\n\n<p><b>Hour of Reaping</b> @Compendium[world.ddb-graus-dnd-class-features.xa8TQjienAS0MObM]{Hour of Reaping}</p>\n<p>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.</p>\n\n<p><b>Mastery of Death</b> @Compendium[world.ddb-graus-dnd-class-features.PjM7BPrpvB7S2RkR]{Mastery of Death}</p>\n<p>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.</p>\n\n<p><b>Touch of the Long Death</b> @Compendium[world.ddb-graus-dnd-class-features.MmsqK12avi97DmsZ]{Touch of the Long Death}</p>\n<p>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.</p>\n\n<p><b>Unarmored Defense</b></p>\n<p class=\"compendium-hr\">Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</p>\n\n<p><b>Martial Arts</b></p>\n<p class=\"compendium-hr\">At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and m
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{"_id":"Q89AYsbtF6kh7Hao","name":"Monk (Way of the Four Elements)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Four Elements</h3>\n<p class=\"Core-Styles_Core-Body\">You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the eleme<span class=\"No-Break\">nts together.</span></p>\n<p class=\"Core-Styles_Core-Body\">Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cr<span class=\"No-Break\">esting waves.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Disciple of the Elements</b> @Compendium[world.ddb-graus-dnd-class-features.MRERmfTaXYO4oUxe]{Disciple of the Elements}</p>\n<p class=\"Core-Styles_Core-Body\">When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.</p>\n<p class=\"Core-Styles_Core-Body\">You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.</p>\n<p class=\"Core-Styles_Core-Body\">Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.</p>\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Casting Elemental Spells</span></h5>\n<p class=\"Core-Styles_Core-Body\">Some elemental disciplines allow you to cast spells. See the <span style=\"color:#47d18c\"><a style=\"color:#47d18c\" title=\"Spellcasting\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spellcasting</a></span> section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.</p>\n<p class=\"Core-Styles_Core-Body\">Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast <span class=\"Serif-Character-Style_Italic-Se
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{"_id":"QbACjVG2UhFUAEAL","name":"Cleric (Arcana Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Arcana Domain</h3>\n<p>The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Arcane Initiate</b> @Compendium[world.ddb-graus-dnd-class-features.lmC9dx4TptJ0ehoQ]{Arcane Initiate}</p>\n<p>When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.</p>\n\n<p><b>Channel Divinity: Arcane Abjuration</b> @Compendium[world.ddb-graus-dnd-class-features.1i2llBvcqgBhAVTW]{Channel Divinity: Arcane Abjuration}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.</p>\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.</p>\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p>\n<p class=\"Core-Styles_Core-Body\">After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the <span class=\"Serif-Character-Style_Italic-Serif\">banishment</span> spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.</p>\n<h5 class=\"Table-Styles_Table-Title\"><strong>Arcane Banishment</strong></h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th style=\"text-align:left\">Cleric Level</th>\n<th>Banishes Creatures of CR …</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td style=\"text-align:le
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{"_id":"Qw2HYp2lMzn5VfuT","name":"Ranger","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Favored Enemy</b></p>\n<p class=\"compendium-hr\">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</p>\n<p class=\"Core-Styles_Core-Body\">Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.</p>\n<p class=\"Core-Styles_Core-Body\">You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</p>\n<p class=\"Core-Styles_Core-Body\">When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.</p>\n<p class=\"Core-Styles_Core-Body\">You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.</p>\n\n<p><b>Natural Explorer</b></p>\n<p class=\"compendium-hr\">You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">While traveling for an hour or more in your favored terrain, you gain the following benefits:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">Difficult terrain doesn’t slow your group’s travel.</li>\n<li class=\"Core-Styles_Core-Bulleted\">Your group can’t become lost except by magical means.</li>\n<li class=\"Core-Styles_Core-Bulleted\">Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</li>\n<li class=\"Core-Styles_Core-Bulleted\">If you are traveling alone, you can move stealthily at a normal pace.</li>\n<li class=\"Core-Styles_Core-Bulleted\">When you forage, you find twice as much food as you normally would.</li>\n<li class=\"Core-Styles_Core-Bulleted-Last\">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li>\n
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{"_id":"SbhG7KDVLGkU8JOO","name":"Blood Hunter (Order of the Profane Soul)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"<p>A fanatical slayer that embraces dark knowledge to destroy evil</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity, & Intelligence<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637158853097790600-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a martial weapon or (b) two simple weapons</li>\n<li>(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts</li>\n<li>(a) studded leather armor or (b) scale mail armor</li>\n<li>an explorer’s pack</li>\n</ul>\n<p>Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.</p>\n\n<h3>Order of the Profane Soul</h3>\n<p>Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Otherworldly Patron</b></p>\n<p>When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the <em><a title=\"Player’s Handbook\" href=\"https://www.dndbeyond.com/sources/phb\">Player’s Handbook</a></em>, the Undying within the <em><a title=\"Sword Coast Adventurer’s Guide\" href=\"https://www.dndbeyond.com/sources/scag\">Sword Coast Adventurer’s Guide</a></em>, and the Celestial or Hexblade in <em><a title=\"Xanathar’s Guide to Everything\" href=\"https://www.dndbeyond.com/sources/xgte\">Xanathar’s Guide to Everything</a></em>. Your choice augments some of your order features.</p>\n\n<p><b>Pact Magic</b></p>\n<p>When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.</p>\n<p><em><strong>Cantrips.</strong></em> You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.</p>\n<p><em><strong>Spell Slots.</strong></em> The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.</p>\n<p>For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.</p>\n<p><em><strong>Spells Known of 1st Level and Higher.</strong></em> At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.</p>\n<p>The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.</p>\n<p>Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.</p>\n<p><em><strong>Spellcasting Ability.</strong></em> Intelligence is your spellcasting ability for your warlock spells, so yo
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{"_id":"Tdd9mLTRfOXgFHRk","name":"Barbarian (Path of the Beast)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of the Beast</h3>\n<p>Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Form of the Beast</b> @Compendium[world.ddb-graus-dnd-class-features.tpSYlXKtlSINBFK1]{Form of the Beast}</p>\n<p><em>3rd-level Path of the Beast feature</em></p>\n<p>When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.</p>\n<p>You choose the weapon’s form each time you rage:</p>\n<p><strong>Bite.</strong> Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.</p>\n<p><strong>Claws.</strong> Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.</p>\n<p><strong>Tail.</strong> You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.</p>\n\n<p><b>Bestial Soul</b> @Compendium[world.ddb-graus-dnd-class-features.0OIyGO0RllhvOSIb]{Bestial Soul}</p>\n<p><em>6th-level Path of the Beast feature</em></p>\n<p>The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.</p>\n<p>You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:</p>\n\n<p><b>Infectious Fury</b> @Compendium[world.ddb-graus-dnd-class-features.2M23u4qymkMLTP3S]{Infectious Fury}</p>\n<p><em>10th-level Path of the Beast feature</em></p>\n<p>When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + yo
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{"_id":"U479b4tgyc1fADyu","name":"Cleric (Knowledge Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Knowledge Domain</h3>\n<p>The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, <span class=\"No-Break\">and Goibhniu.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Blessings of Knowledge</b> @Compendium[world.ddb-graus-dnd-class-features.guXlwgZ2vSCg1JCY]{Blessings of Knowledge}</p>\n<p>At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.</p>\n<p>Your proficiency bonus is doubled for any ability check you make that uses either of those skills.</p>\n\n<p><b>Channel Divinity: Knowledge of the Ages</b> @Compendium[world.ddb-graus-dnd-class-features.AWmtmDbIB13ZtdQS]{Channel Divinity: Knowledge of the Ages}</p>\n<p>Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.</p>\n\n<p><b>Channel Divinity: Read Thoughts</b> @Compendium[world.ddb-graus-dnd-class-features.YFkVQEFeP3Yk021T]{Channel Divinity: Read Thoughts}</p>\n<p>At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.</p>\n<p>As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.</p>\n<p>If the creature fails its save, you can read its surface thoughts (those foremost in
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{"_id":"V3KiwwkJGZAdqVNx","name":"Druid (Circle of the Land)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Land’s Stride</b> @Compendium[world.ddb-graus-dnd-class-features.Tqsd6qamH9EGr5Y3]{Land’s Stride}</p>\n<p>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.</p>\n<p>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.</p>\n\n<p><b>Nature’s Ward</b> @Compendium[world.ddb-graus-dnd-class-features.NQTwvcfz56sErQ3V]{Nature’s Ward}</p>\n<p>When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.</p>\n\n<p><b>Nature’s Sanctuary</b> @Compendium[world.ddb-graus-dnd-class-features.2DZU59uXDv7VHSFR]{Nature’s Sanctuary}</p>\n<p>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
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{"_id":"VTYSJYjag7qXn3wP","name":"Rogue (Assassin)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Assassin</h3>\n<p>You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadl<span class=\"No-Break\">y efficiency.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p class=\"compendium-hr\">When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.</p>\n\n<p><b>Assassinate</b> @Compendium[world.ddb-graus-dnd-class-features.usVushcmUoasVeRG]{Assassinate}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Infiltration Expertise</b> @Compendium[world.ddb-graus-dnd-class-features.mHtKLk6QGXDjn6Xp]{Infiltration Expertise}</p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Impostor</b> @Compendium[world.ddb-graus-dnd-class-features.UgyC1Gtf86eh2xsm]{Impostor}</p>\n<p class=\"Core-Styles_Core-Body\">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 mannerisms.</p>\n<p class=\"Core-Styles_Core-Body\">Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) ch
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{"_id":"W2R3IaybfJ4BcoMH","name":"Wizard (School of Transmutation)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Transmutation</h3>\n<p class=\"Core-Styles_Core-Body\">You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on rea<span class=\"No-Break\">lity’s forge.</span></p>\n<p class=\"Core-Styles_Core-Body\">Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and de<span class=\"No-Break\">stroy worlds.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Transmutation Savant</b> @Compendium[world.ddb-graus-dnd-class-features.ZpPPzkDEdagZYKwg]{Transmutation Savant}</p>\n<p class=\"compendium-hr\">Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.</p>\n\n<p><b>Minor Alchemy</b> @Compendium[world.ddb-graus-dnd-class-features.yGQZW9qTHe3mPg0h]{Minor Alchemy}</p>\n<p class=\"compendium-hr\">Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.</p>\n\n<p><b>Transmuter’s Stone</b> @Compendium[world.ddb-graus-dnd-class-features.sYpo0HHyK5FnAOIl]{Transmuter’s Stone}</p>\n<p class=\"compendium-hr\">Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">Darkvision out to a range of 60 feet</li>\n<li class=\"Core-Styles_Core-Bulleted\">An increase to speed of 10 feet while the creature is unencumbered</li>
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{"_id":"WBjlt8ye6gXmegY6","name":"Warlock (The Undead)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Undead</h3>\n<p>You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life’s hourglass.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Form of Dread</b> @Compendium[world.ddb-graus-dnd-class-features.Fw7Vz4xcdKPHCo99]{Form of Dread}</p>\n<p><em>1st-level Undead feature</em></p>\n<p>You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:</p>\n<ul>\n<li>You gain temporary hit points equal to 1d10 + your warlock level.</li>\n<li>Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.</li>\n<li>You are immune to the frightened condition.</li>\n</ul>\n<p>You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n<p>The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.</p>\n\n<p><b>Expanded Spell List</b></p>\n<p><em>1st-level Undead feature</em></p>\n<p>The Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</p>\n<h5 id=\"UndeadExpandedSpellsTable\" class=\"quick-menu-exclude compendium-hr\">Undead Expanded Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Spell Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>bane, false life</td>\n</tr>\n<tr>\n<td>2nd</td>\n<td>blindness/deafness, phantasmal force</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>phantom steed, speak with dead</td>\n</tr>\n<tr>\n<td>4th</td>\n<td>death ward, greater invisibility</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>antilife shell, cloudkill</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Grave Touched</b> @Compendium[world.ddb-graus-dnd-class-features.PP3GSmdw0VnRWNMX]{Grave Touched}</p>\n<p><em>6th-level Undead feature</em></p>\n<p>Your
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{"_id":"WlqOtqybtCc8mwoN","name":"Sorcerer (Wild Magic)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Wild Magic</h3>\n<p>Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting fo<span class=\"No-Break\">r any outlet.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Wild Magic Surge</b> @Compendium[world.ddb-graus-dnd-class-features.SJ3pUmsbrL2bmnvG]{Wild Magic Surge}</p>\n<p class=\"compendium-hr\">Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.</p>\n<h5 class=\"Table-Styles_Table-Title\">Wild Magic Surge</h5>\n<table id=\"table016\" class=\"Table TableOverride-1\">\n<thead>\n<tr class=\"Table _idGenTableRowColumn-3\">\n<th class=\"Table Table-Header\">\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\"><strong>d100</strong></p>\n</th>\n<th class=\"Table Table-Header _idGenCellOverride-1\">\n<p class=\"Table-Styles_Header--for-Table-Cell-Style-\"><strong>Effect</strong></p>\n</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-25\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">01–02</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\">Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.</p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-20\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">03–04</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\">For the next minute, you can see any invisible creature if you have line of sight to it.</p>\n</td>\n</tr>\n<tr class=\"Table
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{"_id":"WxBtZYhDZxpQxEpD","name":"Bard (College of Spirits)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Spirits</h3>\n<p>Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Guiding Whispers</b> @Compendium[world.ddb-graus-dnd-class-features.Th16BT7wTtvsRSwO]{Guiding Whispers}</p>\n<p><em>3rd-level College of Spirits feature</em></p>\n<p>You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.</p>\n\n<p><b>Spiritual Focus</b> @Compendium[world.ddb-graus-dnd-class-features.UBc7fgPQC2k1nPBS]{Spiritual Focus}</p>\n<p><em>3rd-level College of Spirits feature</em></p>\n<p>You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.</p>\n<p>Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.</p>\n\n<p><b>Tales from Beyond</b> @Compendium[world.ddb-graus-dnd-class-features.IQ8TdEVuLE2pwuQc]{Tales from Beyond}</p>\n<p><em>3rd-level College of Spirits feature</em></p>\n<p>You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.</p>\n<p>You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.</p>\n<p>You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.</p>\n<h5 id=\"SpiritTalesTable\" class=\"quick-menu-exclude compendium-hr\">Spirit Tales</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Bardic Insp. Die</th>\n<th>Tale Told Thro
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{"_id":"XYFUpXCkfr56vfE8","name":"Cleric (Tempest Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Tempest Domain</h3>\n<p>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 <span class=\"No-Break\">divine wrath.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p>At 1st level, you gain proficiency with martial weapons and heavy armor.</p>\n\n<p><b>Wrath of the Storm</b> @Compendium[world.ddb-graus-dnd-class-features.cQb8rUehMOfevGWy]{Wrath of the Storm}</p>\n<p>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.</p>\n<p>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.</p>\n\n<p><b>Channel Divinity: Destructive Wrath</b> @Compendium[world.ddb-graus-dnd-class-features.OjKWLarh0YuW32aD]{Channel Divinity: Destructive Wrath}</p>\n<p>Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.</p>\n<p>When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.</p>\n\n<p><b>Thunderbolt Strike</b> @Compendium[world.ddb-graus-dnd-class-features.R2RmKk7ZSn4eDNu6]{Thunderbolt Strike}</p>\n<p>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.</p>\n\n<p><b>Divine Strike<
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{"_id":"XzAyHGNkEcO6jirz","name":"Druid (Circle of Wildfire)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of Wildfire</h3>\n<p>Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Summon Wildfire Spirit</b> @Compendium[world.ddb-graus-dnd-class-features.QnyVYzRIlkh03Mor]{Summon Wildfire Spirit}</p>\n<p><em>2nd-level Circle of Wildfire feature</em></p>\n<p>You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.</p>\n<p>The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.</p>\n<p>The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.</p>\n<div class=\"Basic-Text-Frame stat-block-finder stat-block-background\">\n<p class=\"Stat-Block-Styles_Stat-Block-Title\">Wildfire Spirit</p>\n<p class=\"Stat-Block-Styles_Stat-Block-Metadata\">Small elemental</p>\n<p class=\"Stat-Block-Styles_Stat-Block-Data\"><strong>Armor Class</strong> 13 (natural armor)</p>\n<p class=\"Stat-Block-Styles_Stat-Block-Data\"><strong>Hit Points</strong> 5 + five times your druid level</p>\n<p class=\"Stat-Block-Styles_Stat-Block-Data\"><strong>Speed</strong> 30 ft., fly 30 ft. (hover)</p>\n<div class=\"stat-block-ability-scores\">\n<div class=\"stat-block-ability-scores-stat\">\n<div class=\"stat-block-ability-scores-heading\">STR</div>\n<div class=\"stat-block-ability-scores-data\"><span class=\"stat-block-ability-scores-score\">10</span> <span class=\"stat-block-ability-scores-modifier\">(+0)</span></div>\n</div>\n<div class=\"stat-block-ability-scores-stat\">\n<div class=\"stat-block-ability-scores-heading\">DEX</div>\n<div class=\"stat-block-ability-scores-data\"><span class=\"stat-block-ability-scores-score\">14</span> <span class=\"stat-block-ability-scores-modifier\">(+2)</span></div>\n</div>\n<div class=\"stat-block-ability-scores-stat\">\n<div class=\"stat-block-ability-scores-heading\">CON</div>\n<div class=\"
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{"_id":"Z9Ia4Zm1g3o79vjt","name":"Druid (Circle of the Shepherd)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Shepherd</h3>\n<p>Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Speech of the Woods</b> @Compendium[world.ddb-graus-dnd-class-features.mR9yS71q0wsH3oRd]{Speech of the Woods}</p>\n<p class=\"Core-Styles_Core-Body\">At 2nd level, you gain the ability to converse with beasts and many fey.</p>\n<p class=\"Core-Styles_Core-Body\">You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.</p>\n\n<p><b>Spirit Totem</b> @Compendium[world.ddb-graus-dnd-class-features.Gri2f34qYxXcMSmM]{Spirit Totem}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.</p>\n<p class=\"Core-Styles_Core-Body\">As a bonus action, you can move the spirit up to 60 feet to a point you can see.</p>\n<p class=\"Core-Styles_Core-Body\">The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.</p>\n<p class=\"Core-Styles_Core-Body\">The effect of the spirit’s aura depends on the type of spirit you summon from the options below.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Bear Spirit.</span> </strong>The bear spirit grants
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{"_id":"ZPwSAVNmgVhT9jIu","name":"Paladin (Oath of Redemption)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oath of Redemption</h3>\n<p>The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Oath Spells</b></p>\n<p class=\"Core-Styles_Core-Body\">You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.</p>\n<h5 id=\"OathofRedemptionSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Oath of Redemption Spells</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Paladin Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">sanctuary</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">sleep</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">calm emotions</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">counterspell</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hypnotic pattern</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">Otiluke’s resilient sphere</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">stoneskin</span></td>\n</tr>\n<tr>\n<td>17th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold monster</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">wall of force</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Channel Divinity</b></p>\n<p class=\"Core-Styles_Core-Body\">When you take this oath at 3rd level, you gain the following two Channel Divinity options.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Emissary of Peace.</span> </strong></em>You can use your Channel Divinity to augment your presence with divine power. As a bonus action
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{"_id":"ZSXjVALviAUU7fiE","name":"Fighter (Purple Dragon Knight)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Purple Dragon Knight</h3>\n<p>Purple Dragon knights are warriors who hail from the kingdom of Cormyr.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Restriction: Knighthood</b> @Compendium[world.ddb-graus-dnd-class-features.UiAy26FFvASTGIeB]{Restriction: Knighthood}</p>\n<p class=\"Core-Styles_Core-Body\">Purple Dragon knights are tied to a specific order of Cormyrean knighthood.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Banneret</span> </strong>serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than Purple Dragon knights.</p>\n\n<p><b>Rallying Cry</b> @Compendium[world.ddb-graus-dnd-class-features.GAUkEjdA03lo4lu4]{Rallying Cry}</p>\n<p class=\"Core-Styles_Core-Body\">When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Royal Envoy</b> @Compendium[world.ddb-graus-dnd-class-features.gW8TT6jfSW1Ry2TF]{Royal Envoy}</p>\n<p class=\"Core-Styles_Core-Body\">A Purple Dragon knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Inspiring Surge</b> @Compendium[world.ddb-graus-dnd-class-features.8S8J5JgjzpMNFzqL]{Inspiring Surge}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=
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{"_id":"Zc8pjZwhYcKIz5UX","name":"Warlock (The Archfey)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Archfey</h3>\n<p>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 <span class=\"No-Break\">ancient hags.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Archfey Expanded Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr class=\"Table _idGenTableRowColumn-3\">\n<th class=\"Table Table-Header\">Spell Level</th>\n<th class=\"Table Table-Header _idGenCellOverride-1\">Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">1st</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">faerie fire</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">sleep</span></p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-5\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">2nd</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">calm emotions, phantasmal force</span></p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blink</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">plant gr
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{"_id":"ZdGtPRuw8DfvRVKV","name":"Cleric (Twilight Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Twilight Domain</h3>\n<p>The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Domain Spells</b></p>\n<p><em>1st-level Twilight Domain feature</em></p>\n<p>You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.</p>\n<h5 id=\"TwilightDomainSpells\">Twilight Domain Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Cleric Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>1st</p>\n</td>\n<td>\n<p>faerie fire, sleep</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>moonbeam, see invisibility</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>aura of vitality, Leomund’s tiny hut</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>7th</p>\n</td>\n<td>\n<p>aura of life, greater invisibility</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>circle of power, mislead</p>\n</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Bonus Proficiencies</b></p>\n<p><em>1st-level Twilight Domain feature </em></p>\n<p>You gain proficiency with martial weapons and heavy armor.</p>\n\n<p><b>Eyes of Night</b> @Compendium[world.ddb-graus-dnd-class-features.WawJgtBr2tDfPPh4]{Eyes of Night}</p>\n<p><em>1st-level Twilight Domain feature</em></p>\n<p>You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.</p>\n<p>As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.</p>\n\n<p><b>Vigilant Blessing</b> @Compendium[world.ddb-graus-dnd-class-features.Ua4ZQlFEgP6vnJ68]{Vigilant Blessing}</p>\n<p><em>1st-level Twilight Domain feature</
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{"_id":"ZnXFRihzi3Nlq5Sc","name":"Monk (Way of the Kensei)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Kensei</h3>\n<p>A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Path of the Kensei</b> @Compendium[world.ddb-graus-dnd-class-features.DRefYFDdEI82vbu2]{Path of the Kensei}</p>\n<p class=\"Core-Styles_Core-Body\">When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Kensei Weapons.</span></strong></em> Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Agile Parry.</span></strong></em> If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Kensei’s Shot.</span></strong></em> You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.</p>\n<p class=\"Core-Styles_Core-Body\"><em><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Way of the Brush.</span></strong></em> You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.</p>\n\n<p><b>One with the Blade</b> @Compendi
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{"_id":"aW5CnJZ4HQLXfsyA","name":"Wizard (School of Necromancy)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Necromancy</h3>\n<p class=\"Core-Styles_Core-Body\">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 ca<span class=\"No-Break\">n manipulate.</span></p>\n<p class=\"Core-Styles_Core-Body\">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 ma<span class=\"No-Break\">ny societies.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Necromancy Savant</b> @Compendium[world.ddb-graus-dnd-class-features.T1BE6oRPvncspKu9]{Necromancy Savant}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Grim Harvest</b> @Compendium[world.ddb-graus-dnd-class-features.LiuSsDqyiILfmCjN]{Grim Harvest}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Undead Thralls</b> @Compendium[world.ddb-graus-dnd-class-features.picvER7k22lWzlEY]{Undead Thralls}</p>\n<p class=\"compendium-hr\">At 6th level, you add the <span class=\"Serif-Character-Style_Italic-Serif\">animate dead</span> spell to your spellbook if it is not there already. When you cast <span class=\"Serif-Character-Style_Italic-Serif\">animate dead,</span> you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Whenever you create an undead using a necromancy spell, it has additional benefits:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">The creature’s hit point maximum is increased by an amount equal to your wizard level.</li>\n<li class=\"Core-Styles_Core-Bulleted\">The creature adds your proficiency bonus to its weapon damage rolls.</li>\n</ul>\n\n<p><b>Inured to Undeath</b> @Compendium[world.ddb-graus-dnd-class-features.hihEH0tI
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{"_id":"bNFf2UQxEL0z0ZUN","name":"Ranger (Hunter)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Hunter</h3>\n<p class=\"Core-Styles_Core-Body\">Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrif<span class=\"No-Break\">ying dragons.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Hunter’s Prey</b> @Compendium[world.ddb-graus-dnd-class-features.dgktarCZA7o0PqBr]{Hunter’s Prey}</p>\n<p class=\"compendium-hr\">At 3rd level, you gain one of the following features of your choice.</p>\n\n<p><b>Defensive Tactics</b></p>\n<p class=\"Core-Styles_Core-Body\">At 7th level, you gain one of the following features of your choice.</p>\n\n<p><b>Multiattack</b></p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain one of the following features of your choice.</p>\n\n<p><b>Superior Hunter’s Defense</b> @Compendium[world.ddb-graus-dnd-class-features.jnTN8DdPzQhb02Sn]{Superior Hunter’s Defense}</p>\n<p class=\"Core-Styles_Core-Body\">At 15th level, you gain one of the following features of your choice.</p>\n\n<p><b>Favored Enemy</b></p>\n<p class=\"compendium-hr\">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</p>\n<p class=\"Core-Styles_Core-Body\">Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.</p>\n<p class=\"Core-Styles_Core-Body\">You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</p>\n<p class=\"Core-Styles_Core-Body\">When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.</p>\n<p class=\"Core-Styles_Core-Body\">You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.</p>\n\n<p><b>Natural Explorer</b></p>\n<p class=\"compendium-hr\">You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain,
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{"_id":"bdgTz3gUagrin82Z","name":"Rogue (Phantom)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Phantom</h3>\n<p>Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Whispers of the Dead</b> @Compendium[world.ddb-graus-dnd-class-features.tuI2rrpb4YqbnbJT]{Whispers of the Dead}</p>\n<p><em>3rd-level Phantom feature</em></p>\n<p>Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.</p>\n\n<p><b>Wails from the Grave</b> @Compendium[world.ddb-graus-dnd-class-features.LRQ2CtIBW4Rorwu3]{Wails from the Grave}</p>\n<p><em>3rd-level Phantom feature </em></p>\n<p>As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.</p>\n<p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p>\n\n<p><b>Tokens of the Departed</b> @Compendium[world.ddb-graus-dnd-class-features.yGbndAkxtA2f6Vlw]{Tokens of the Departed}</p>\n<p><em>9th-level Phantom feature</em></p>\n<p>When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the <em><a title=\"Player’s Handbook\" href=\"https://www.dndbeyond.com/sources/phb/equipment#Trinkets\">Player’s Handbook</a></em> to generate it.</p>\n<p>You can have a maximum number of soul trinkets equal to your proficiency
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{"_id":"biVhIT0i5Zd3yQ9q","name":"Bard","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Spellcasting</b></p>\n<p><span style=\"font-weight:400\">You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See <a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\"><span style=\"font-weight:400\">Spells Rules</span></a> for the general rules of spellcasting and the <a style=\"color:#704cd9\" href=\"https://www.dndbeyond.com/spells?filter-class=1&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\"><span style=\"font-weight:400\">Spells Listing</span></a> for the bard spell list.</span></p>\n<h5><b>Cantrips</b></h5>\n<p><span style=\"font-weight:400\">You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.</span></p>\n<h5><b>Spell Slots</b></h5>\n<p><span style=\"font-weight:400\">The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</span></p>\n<p><span style=\"font-weight:400\">For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.</span></p>\n<h5><b>Spells Known of 1st Level and Higher</b></h5>\n<p><span style=\"font-weight:400\">You know four 1st-level spells of your choice from the bard spell list.</span></p>\n<p><span style=\"font-weight:400\">The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.</span></p>\n<p><span style=\"font-weight:400\">Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.</span></p>\n<h5><b>Spellcasting Ability</b></h5>\n<p><span style=\"font-weight:400\">Charisma is your spellcasting ability for your bard spells. You
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{"_id":"dJ0UAQRSc5MmG0xG","name":"Monk (Way of the Cobalt Soul)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Cobalt Soul</h3>\n<p>Driven by the pursuit of knowledge and their worship of the Knowing Mentor, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.</p>\n<p>The monks of the Cobalt Soul are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Mystical Erudition</b> @Compendium[world.ddb-graus-dnd-class-features.hGJURtYLP8AEwpi5]{Mystical Erudition}</p>\n<p>Beginning at 6th level, you’ve undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery’s collected volumes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.</p>\n<p>You gain an additional language and an additional skill proficiency from the above list (with the ability to double the bonus of an existing proficiency from the list) at 11th and 17th level.</p>\n\n<p><b>Extract Aspects</b> @Compendium[world.ddb-graus-dnd-class-features.6ikPMdXyxwezPUU5]{Extract Aspects}</p>\n<p>Beginning at 3rd level when choosing this tradition, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as analyzed. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish
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{"_id":"dcF1S6pqPz8ploia","name":"Fighter (Psi Warrior)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Psi Warrior</h3>\n<p>Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Psionic Power</b></p>\n<p><em>3rd-level Psi Warrior feature </em></p>\n<p>You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.</p>\n<p>Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.</p>\n<p>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.</p>\n<p><em><strong>Protective Field.</strong></em> When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.</p>\n<p><em><strong>Psionic Strike.</strong></em> You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.</p>\n<p><em><strong>Telekinetic Movement.</strong></em> You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you
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{"_id":"dmOsRXe8g9gqwlxq","name":"Blood Hunter (Order of the Ghostslayer)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"<p>A fanatical slayer that embraces dark knowledge to destroy evil</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity, & Intelligence<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637158853097790600-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a martial weapon or (b) two simple weapons</li>\n<li>(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts</li>\n<li>(a) studded leather armor or (b) scale mail armor</li>\n<li>an explorer’s pack</li>\n</ul>\n<p>Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.</p>\n\n<h3>Order of the Ghostslayer</h3>\n<p>The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Rite of the Dawn</b> @Compendium[world.ddb-graus-dnd-class-features.7aHJc2W4Uo9jjOGP]{Rite of the Dawn}</p>\n<p>When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).</p>\n<p><em><strong>Rite of the Dawn.</strong></em> Your rite damage is radiant damage. While the rite is active, you gain the following benefits:</p>\n<ul>\n<li>Your weapon sheds bright light out to a radius of 20 feet.</li>\n<li>You have resistance to necrotic damage.</li>\n<li>Your weapon deals one additional hemocraft die of rite damage when you hit an undead</li>\n</ul>\n\n<p><b>Curse Specialist</b> @Compendium[world.ddb-graus-dnd-class-features.8hTRLzFM3xixxNso]{Curse Specialist}</p>\n<p>Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.</p>\n\n<p><b>Ethereal Step</b> @Compendium[world.ddb-graus-dnd-class-features.eyux9ZI4hGddWEvx]{Ethereal Step}</p>\n<p>Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.</p>\n<p>You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).</p>\n<p>You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.</p>\n\n<p><b>Brand of Sundering</b> @Compendium[world.ddb-graus-dnd-class-features.8LHeZGijRzWKMory]{Brand of Sundering}</p>\n<p>Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects.</p>\n\n<p><b>Blood Curse of the Exorcist</b> @Compendium[world.ddb-graus-dnd-class-features.GCt6UH1teGrBwo54]{Blood Curse of the Exorcist}</p>\n<p>At 15th level, you’ve honed your hemocraft to
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{"_id":"dvqBefcUPkYHzVx9","name":"Cleric (Forge Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Forge Domain</h3>\n<p class=\"Core-Styles_Core-Body\">The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Domain Spells</b></p>\n<p class=\"Core-Styles_Core-Body\">You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.</p>\n<h5 class=\"Table-Styles_Table-Title\"><strong>Forge Domain Spells</strong></h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Cleric Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">identify</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">searing smite</span></td>\n</tr>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">heat metal</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">magic weapon</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">elemental weapon</span>,<span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\"> protection from energy</span></td>\n</tr>\n<tr>\n<td>7th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fabricate,</span> <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">wall of fire</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">animate objects</span>, <span
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{"_id":"e0JB1UYHD7BO2LTL","name":"Druid (Circle of the Land (Mountain))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Mountain)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person<
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{"_id":"e4rtPxOMEnujuP7F","name":"Druid (Circle of Dreams)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of Dreams</h3>\n<p>Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Balm of the Summer Court</b> @Compendium[world.ddb-graus-dnd-class-features.2ZY30YLQpJ8FrJfn]{Balm of the Summer Court}</p>\n<p>At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.</p>\n<p>As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.</p>\n<p>You regain all expended dice when you finish a long rest.</p>\n\n<p><b>Hearth of Moonlight and Shadow</b> @Compendium[world.ddb-graus-dnd-class-features.9djHjwk8QIcqrWOL]{Hearth of Moonlight and Shadow}</p>\n<p>At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.</p>\n<p>While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.</p>\n<p>The sphere vanishes at the end of the rest or when you leave the sphere.</p>\n\n<p><b>Hidden Paths</b> @Compendium[world.ddb-graus-dnd-class-features.AgQtfBDWwj7UYiZg]{Hidden Paths}</p>\n<p>Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.</p>\n<p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long re
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{"_id":"eKz72Y3NtPRwlsQI","name":"Druid (Circle of Stars)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of Stars</h3>\n<p>The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Star Map</b> @Compendium[world.ddb-graus-dnd-class-features.dAQlLfZkurXtPka2]{Star Map}</p>\n<p><em>2nd-level Circle of the Stars feature </em></p>\n<p>You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.</p>\n<p>While holding this map, you have these benefits:</p>\n<ul>\n<li>You know the guidance cantrip.</li>\n<li>You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.</li>\n<li>You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</li>\n</ul>\n<p>If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.</p>\n<h5 id=\"StarMapTable\" class=\"quick-menu-exclude\">Star Map</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th>Map Form</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>A scroll covered with depictions of constellations</td>\n</tr>\n<tr>\n<td>2</td>\n<td>A stone tablet with fine holes drilled through it</td>\n</tr>\n<tr>\n<td>3</td>\n<td>A speckled owlbear hide, tooled with raised marks</td>\n</tr>\n<tr>\n<td>4</td>\n<td>A collection of maps bound in an ebony cover</td>\n</tr>\n<tr>\n<td>5</td>\n<td>A crystal that projects starry patterns when placed before a light</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Glass disks that depict constellations</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Starry Form</b> @Compendium[world.ddb-graus-dnd-class-features.IODmljLJT1kfKm3i]{Starry Form}</p>\n<p><em>2nd-level Circle of the Stars feature </em></p>\n<p>As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.</p>\n<p>While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 mi
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{"_id":"fBgnmO4VpBojkMIa","name":"Rogue (Scout)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Scout</h3>\n<p>You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Skirmisher</b> @Compendium[world.ddb-graus-dnd-class-features.6OVZfLXhPiDeNIG8]{Skirmisher}</p>\n<p>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.</p>\n\n<p><b>Survivalist</b> @Compendium[world.ddb-graus-dnd-class-features.lkDyKoZHoZtSFAUt]{Survivalist}</p>\n<p>When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.</p>\n\n<p><b>Superior Mobility</b> @Compendium[world.ddb-graus-dnd-class-features.tBesXekE1vTSKJRY]{Superior Mobility}</p>\n<p>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.</p>\n\n<p><b>Ambush Master</b> @Compendium[world.ddb-graus-dnd-class-features.7P55rCjfxMxTb9Qr]{Ambush Master}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 13th level, you excel at leading ambushes and acting first in a fight.</p>\n<p class=\"Core-Styles_Core-Body\">You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.</p>\n\n<p><b>Sudden Strike</b> @Compendium[world.ddb-graus-dnd-class-features.DQV9tDkDRbEVbSwg]{Sudden Strike}</p>\n<p>Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.</p>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach
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{"_id":"fdfRXjQrjDRLUdT6","name":"Cleric (Trickery Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Trickery Domain</h3>\n<p>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 c<span class=\"No-Break\">onfrontation.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Blessing of the Trickster</b> @Compendium[world.ddb-graus-dnd-class-features.GKHRAljc7h4xuc0t]{Blessing of the Trickster}</p>\n<p>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.</p>\n\n<p><b>Channel Divinity: Invoke Duplicity</b> @Compendium[world.ddb-graus-dnd-class-features.70Wlx4E9wakDMffp]{Channel Divinity: Invoke Duplicity}</p>\n<p>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</p>\n<p>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.</p>\n<p>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.</p>\n\n<p><b>Channel Divinity: Cloak of Shadows</b> @Compendium[world.ddb-graus-dnd-class-features.kV66sgeBwAznPBE5]{Channel Divinity: Cloak of Shadows}</p>\n<p>Starting at 6th level, you can use your Channel Divinity to vanish.</p>\n<p>As an action,
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{"_id":"fs4KviwCJzxO4Pv6","name":"Artificer","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"<p>Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Constitution & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637037130286530746-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">any two simple weapons of your choice</li>\n<li class=\"Core-Styles_Core-Bulleted\">a light crossbow and 20 bolts</li>\n<li class=\"Core-Styles_Core-Bulleted\">your choice of studded leather armor or scale mail</li>\n<li class=\"Core-Styles_Core-Bulleted\">thieves’ tools and a dungeoneer’s pack</li>\n</ul>\n<p>If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Hit Points</b></p>\n<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Dice: </span></strong>1d8 per artificer level<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at 1st Level: 8</span></strong> + your Constitution modifier<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at Higher Levels: </span></strong>1d8 (or 5) + your Constitution modifier per artificer level after 1st</p>\n\n<p><b>Proficiencies</b></p>\n<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor</span><span class=\"No-Break\"><span class=\"Serif-Character-Style_Bold-Serif\">:</span></span></strong><span class=\"No-Break\"> Light armor, medium armor, shields<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Weapons:</span></strong> Simple weapons<span class=\"No-Break\"><br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tools:</span></strong> Thieves' tools, tinker's tools, one type of artisan's tools of your choice<span class=\"No-Break\"><br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Saving Throws:</span></strong> Constitution<span class=\"No-Break\">, Intelligence<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skills:</span></strong> Cho<span class=\"No-Break\">ose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand</span></p>\n<p><span class=\"No-Break\">The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the <a title=\"rules on firearms\" href=\"https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#Firearms\">rules on firearms</a> in the <em><a title=\"Dungeon Master’s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master’s Guide</a></em> and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.</span></p>\n\n<p><b>Magical Tinkering</b> @Compendium[world.ddb-graus-dnd-class-features.UJg1RBYymse8spy0]{Magical Tinkering}</p>\n<p>At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:</p>\n<ul>\n<li>The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</li>\n<li>Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
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{"_id":"gEQUzRmWHydzVLLw","name":"Cleric (Nature Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Nature Domain</h3>\n<p>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 ange<span class=\"No-Break\">r their gods.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Acolyte of Nature</b> @Compendium[world.ddb-graus-dnd-class-features.DxKLXhGkKgnzqXW6]{Acolyte of Nature}</p>\n<p>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.</p>\n\n<p><b>Bonus Proficiency</b></p>\n<p>Also at 1st level, you gain proficiency with heavy armor.</p>\n\n<p><b>Channel Divinity: Charm Animals and Plants</b> @Compendium[world.ddb-graus-dnd-class-features.3t4LdRj43ICXG59r]{Channel Divinity: Charm Animals and Plants}</p>\n<p>Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.</p>\n<p>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.</p>\n\n<p><b>Dampen Elements</b> @Compendium[world.ddb-graus-dnd-class-features.HhM3ppLeVZRNom2f]{Dampen Elements}</p>\n<p>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.</p>\n\n<p><b>Divine Strike</b></p>\n<p>At 8th level, you gain the ability to infuse your weapon strikes
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{"_id":"gOpyy4vx8bisfUL1","name":"Barbarian (Path of the Zealot)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of the Zealot</h3>\n<p>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.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Divine Fury</b> @Compendium[world.ddb-graus-dnd-class-features.8wKK92krYChkRV6N]{Divine Fury}</p>\n<p>Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.</p>\n\n<p><b>Warrior of the Gods</b> @Compendium[world.ddb-graus-dnd-class-features.2uC6F1ClpyNpksI2]{Warrior of the Gods}</p>\n<p>At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.</p>\n\n<p><b>Fanatical Focus</b> @Compendium[world.ddb-graus-dnd-class-features.vtf1f03B7yNOI2WI]{Fanatical Focus}</p>\n<p>Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.</p>\n\n<p><b>Zealous Presence</b> @Compendium[world.ddb-graus-dnd-class-features.YNoLsDUUTx254H6a]{Zealous Presence}</p>\n<p>At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.</p>\n<p>Once you use this feature, you can’t use it again until you finish a long rest.</p>\n\n<p><b>Rage beyond Death</b> @Compendium[world.ddb-graus-dnd-class-features.yfstU4UVsdyo0aH5]{Rage beyond Death}</p>\n<p>Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.</p>\n<p>While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.</p>\n\n<p><b>Rage</b></p>\n<p class=\"compendium-hr\">In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">While raging, you gain the followin
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{"_id":"gdxdaxveXVBTfQpq","name":"Blood Hunter (Order of the Lycan)","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"<p>A fanatical slayer that embraces dark knowledge to destroy evil</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity, & Intelligence<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637158853097790600-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a martial weapon or (b) two simple weapons</li>\n<li>(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts</li>\n<li>(a) studded leather armor or (b) scale mail armor</li>\n<li>an explorer’s pack</li>\n</ul>\n<p>Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.</p>\n\n<h3>Order of the Lycan</h3>\n<p>The Order of the Lycan is a proud order of blood hunters who undergo “The Taming,” a ceremonial inflicting of lycanthropy from a senior member.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Heightened Senses</b> @Compendium[world.ddb-graus-dnd-class-features.exW7mPqgVSvuJBdH]{Heightened Senses}</p>\n<p>Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.</p>\n\n<p><b>Hybrid Transformation</b> @Compendium[world.ddb-graus-dnd-class-features.jSUFQlNexNSVUCQC]{Hybrid Transformation}</p>\n<p>Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.</p>\n<p>Once you use this feature, you must finish a short or long rest before you can use it again.</p>\n<blockquote>\n<p>In the <em>Character Builder</em>, set the option for <strong>Hybrid Transformation</strong> to <strong>Hybrid Form</strong> to activate the bonuses for that form on the character sheet.</p>\n</blockquote>\n\n<p><b>Hybrid Transformation Features</b> @Compendium[world.ddb-graus-dnd-class-features.jIotPLakEZ73amKD]{Hybrid Transformation Features}</p>\n<p>While you are transformed, you gain the following features:</p>\n<p><em><strong>Feral Might.</strong></em> You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.</p>\n<p><em><strong>Resilient Hide.</strong></em> You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.</p>\n<p><em><strong>Predatory Strikes.</strong></em> You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.</p>\n<p>Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.</p>\n<p><em><strong>Bloodlust.</strong></em> If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature.
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{"_id":"gz3e2dgHTmQIwdD5","name":"Wizard (School of Conjuration)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Conjuration</h3>\n<p>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, i<span class=\"No-Break\">n an instant.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Conjuration Savant</b> @Compendium[world.ddb-graus-dnd-class-features.DdUiEisprsCaKN6l]{Conjuration Savant}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Minor Conjuration</b> @Compendium[world.ddb-graus-dnd-class-features.rtnDGHFDw4BA4YoZ]{Minor Conjuration}</p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.</p>\n\n<p><b>Benign Transposition</b> @Compendium[world.ddb-graus-dnd-class-features.w7mwIats4rIJJ6Es]{Benign Transposition}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Focused Conjuration</b> @Compendium[world.ddb-graus-dnd-class-features.v4PkVHLHtbQJARX8]{Focused Conjuration}</p>\n<p class=\"Core-Styles_Core-Body\">Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.</p>\n\n<p><b>Durable Summons</b> @Compendium[world.ddb-graus-dnd-class-features.ajkjiU945Dcz73l7]{Durable Summons}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 14th level, any crea
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{"_id":"hbdqt3jUZWZuBP20","name":"Warlock (The Celestial)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Celestial</h3>\n<p>Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the m<span class=\"No-Break\">ultiverse.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p class=\"Core-Styles_Core-Body\">The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.</p>\n<h5 class=\"Table-Styles_Table-Title\"><strong>Celestial Expanded Spells</strong></h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Spell Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">cure wounds</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">guiding bolt</span></td>\n</tr>\n<tr>\n<td>2nd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">flaming sphere</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">lesser restoration</span></td>\n</tr>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">daylight</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">revivify</span></td>\n</tr>\n<tr>\n<td>4th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">guardian of faith</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">wall of fire</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">flame strike</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">greater restoration</span></td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Bonus Cantrips</b></p>\n<p>At 1st level, you learn the <span class=\"Serif-Character-Style_Italic-Serif\">light</span> and <span class=\"Serif-Character-Style_Italic-Serif\">sacred flame</span> cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.</p>\n\n<p><b>Healing Light</b> @Compendium[world.ddb-graus-dnd-class-features.xXnoHN1xX4ovlL93]{Healing Light}</p>\n<p class=\"Core-Styles_Core-Body\">At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The n
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{"_id":"hvi2FJsLmfpV7T4A","name":"Bard (College of Swords)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Swords</h3>\n<p>Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p class=\"Core-Styles_Core-Body\">When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.</p>\n<p class=\"Core-Styles_Core-Body\">If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.</p>\n\n<p><b>Fighting Style</b></p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.</p>\n\n<p><b>Blade Flourish</b> @Compendium[world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM]{Blade Flourish}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you learn to perform impressive displays of martial prowess and speed.</p>\n<p class=\"Core-Styles_Core-Body\">Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.</p>\n<p class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\"><strong>Defensive Flourish.</strong> </span>You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Slashing Flourish.</span></strong> You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Chara
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{"_id":"i2hDty9OcttusVjz","name":"Artificer (Artillerist)","type":"class","img":"icons/commodities/tech/cog-bronze.webp","data":{"description":{"value":"<p>Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Constitution & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637037130286530746-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">any two simple weapons of your choice</li>\n<li class=\"Core-Styles_Core-Bulleted\">a light crossbow and 20 bolts</li>\n<li class=\"Core-Styles_Core-Bulleted\">your choice of studded leather armor or scale mail</li>\n<li class=\"Core-Styles_Core-Bulleted\">thieves’ tools and a dungeoneer’s pack</li>\n</ul>\n<p>If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.</p>\n\n<h3>Artillerist</h3>\n<p>An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Tool Proficiency</b></p>\n<p><em>3rd-level Artillerist feature</em></p>\n<p>You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.</p>\n\n<p><b>Artillerist Spells</b> @Compendium[world.ddb-graus-dnd-class-features.rTVDdYuthOmmqAQc]{Artillerist Spells}</p>\n<p><em>3rd-level Artillerist feature</em></p>\n<p>You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.</p>\n<h4 id=\"ArtilleristSpellsTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Artillerist Spells</h4>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Artificer Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>shield, thunderwave</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>scorching ray, shatter</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>fireball, wind wall</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>13th</p>\n</td>\n<td>\n<p>ice storm, wall of fire</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>17th</p>\n</td>\n<td>\n<p>cone of cold, wall of force</p>\n</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Eldritch Cannon</b> @Compendium[world.ddb-graus-dnd-class-features.cUlfRfZCCSaWYPlg]{Eldritch Cannon}</p>\n<p><em>3rd-level Artillerist feature</em></p>\n<p>You've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.</p>\n<p>Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.</p>\n<p>The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.</p>\n<p>When you cr
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{"_id":"il0Z8IMR4rmrznEj","name":"Druid (Circle of the Land (Underdark))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Underdark)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold perso
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{"_id":"jPShYdqVWGeZoTGr","name":"Monk (Way of the Sun Soul)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Sun Soul</h3>\n<p>Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Radiant Sun Bolt</b> @Compendium[world.ddb-graus-dnd-class-features.WUBn9uivm7QoWa0Y]{Radiant Sun Bolt}</p>\n<p class=\"Core-Styles_Core-Body\">Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.</p>\n<p class=\"Core-Styles_Core-Body\">You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.</p>\n<p class=\"Core-Styles_Core-Body\">When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.</p>\n\n<p><b>Searing Arc Strike</b> @Compendium[world.ddb-graus-dnd-class-features.xk1IzMm4v5Cyetev]{Searing Arc Strike}</p>\n<p class=\"Core-Styles_Core-Body\">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 <span class=\"Serif-Character-Style_Italic-Serif\"><em>burning hands</em></span> spell as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body\">You can spend additional ki points to cast <span class=\"Serif-Character-Style_Italic-Serif\"><em>burning hands</em></span> 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.</p>\n\n<p><b>Searing Sunburst</b> @Compendium[world.ddb-graus-dnd-class-features.rhXH7rLf3shXbeqB]{Searing Sunburst}</p>\n<p class=\"Core-Styles_Core-Body\">At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.</p>\n<p class=\"Core-Styles_Core-Body\">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 b
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{"_id":"k1gszpGSTZXcrplM","name":"Sorcerer (Clockwork Soul)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Clockwork Soul</h3>\n<p>You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Clockwork Magic</b> @Compendium[world.ddb-graus-dnd-class-features.lIMKRCFIZJ7QrcY0]{Clockwork Magic}</p>\n<p><em>1st-level Clockwork Soul feature </em></p>\n<p>You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.</p>\n<p>Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.</p>\n<h5 id=\"ClockworkSpells\" class=\"quick-menu-exclude\">Clockwork Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Sorcerer Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1st</td>\n<td>alarm, protection from evil and good</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>aid, lesser restoration</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>dispel magic, protection from energy</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>freedom of movement, summon construct (a spell in <a title=\"chapter 3\" href=\"https://www.dndbeyond.com/sources/tcoe/magical-miscellany#SummonConstruct\">chapter 3</a>)</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>greater restoration, wall of force</td>\n</tr>\n</tbody>\n</table>\n<p>In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.</p>\n<h5 id=\"ManifestationsofOrder\" class=\"quick-menu-exclude\">Manifestations of Order</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th>Manifestation</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Spectral cogwheels hover behind you.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>The hands of a clock spin in your eyes.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Your skin glows with a brassy sheen.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Floating equations and geometric objects overlay your body.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.</td>\n<
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{"_id":"k4Yf2l51LZkHb5GK","name":"Sorcerer (Divine Soul)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Divine Soul</h3>\n<p>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Divine Magic</b> @Compendium[world.ddb-graus-dnd-class-features.W7A2djfyeDHBUxyC]{Divine Magic}</p>\n<p class=\"Core-Styles_Core-Body\">Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After- ParaOverride-3\">In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Affinity</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Good</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">cure wounds</span></td>\n</tr>\n<tr>\n<td>Evil</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">inflict wounds</span></td>\n</tr>\n<tr>\n<td>Law</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bless</span></td>\n</tr>\n<tr>\n<td>Chaos</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bane</span></td>\n</tr>\n<tr>\n<td>Neutrality</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">protection from evil and good</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Favored by the Gods</b> @Compendium[world.ddb-graus-dnd-class-features.zUE187148k7Vr7gQ]{Favored by the Gods}</p>\n<p>Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack ro
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{"_id":"lURoWL7oiKWuwhf0","name":"Druid (Circle of the Land (Grassland))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Grassland)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold perso
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{"_id":"lyfihbBDCeyqIndZ","name":"Wizard","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>\n\n<p><b>Spellcasting</b></p>\n<p class=\"compendium-hr\">As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See <span style=\"color:#99cc00\"><a style=\"color:#47d18c\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#993366\"><a style=\"color:#704cd9\" title=\"Spells Listing (Wizard)\" href=\"https://www.dndbeyond.com/spells?filter-class=8&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the wizard spell list.</p>\n<h5 class=\"compendium-hr\">Cantrips</h5>\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.</p>\n<h5 class=\"compendium-hr\">Spellbook</h5>\n<p class=\"Core-Styles_Core-Body\">At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.</p>\n<h5 class=\"compendium-hr\">Preparing and Casting Spells</h5>\n<p class=\"Core-Styles_Core-Body\">The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\n<p class=\"Core-Styles_Core-Body\">You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.</p>\n<p class=\"Core-Styles_Core-Body\">For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intell
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{"_id":"mTLzf9SGd8XsxdvT","name":"Druid (Circle of the Land (Coast))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Coast)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person</span>
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{"_id":"mrZ8Ric8mu33eQ1S","name":"Rogue (Soulknife)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Soulknife</h3>\n<p>Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Psionic Power</b></p>\n<p><em>3rd-level Soulknife feature</em></p>\n<p>You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.</p>\n<p>Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.</p>\n<p>When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.</p>\n<p><em><strong>Psi-Bolstered Knack.</strong> </em>When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.</p>\n<p><em><strong>Psychic Whispers.</strong> </em>You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepa
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{"_id":"muKY6DeARb9v3m1P","name":"Bard (College of Lore)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Lore</h3>\n<p class=\"Core-Styles_Core-Body\">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<span class=\"No-Break\"> to the king.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p>When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.</p>\n\n<p><b>Cutting Words</b></p>\n<p>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.</p>\n\n<p><b>Additional Magical Secrets</b></p>\n<p>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.</p>\n\n<p><b>Peerless Skill</b></p>\n<p>Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.</p>\n\n<p><b>Spellcasting</b></p>\n<p><span style=\"font-weight:400\">You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See <a style=\"color:#47d18c\" href=\"https://ww
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{"_id":"n6JiFYcicKAf8Ymt","name":"Fighter (Champion)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Champion</h3>\n<p class=\"Core-Styles_Core-Body\">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 devas<span class=\"No-Break\">tating blows.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Improved Critical</b></p>\n<p class=\"compendium-hr\">Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.</p>\n\n<p><b>Remarkable Athlete</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Additional Fighting Style</b></p>\n<p class=\"Core-Styles_Core-Body\">At 10th level, you can choose a second option from the Fighting Style class feature.</p>\n\n<p><b>Superior Critical</b></p>\n<p class=\"Core-Styles_Core-Body\">Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.</p>\n\n<p><b>Survivor</b></p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Fighting Style</b></p>\n<p>You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.</p>\n\n<p><b>Second Wind</b></p>\n<p>You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.</p>\n\n<p><b>Action Surge</b></p>\n<p>Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.</p>\n<p>Once you use this feat
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{"_id":"nHsNM3yHnKDPZ0mA","name":"Ranger (Beast Master)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Beast Master</h3>\n<p>The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wild<span class=\"No-Break\">erness alike.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Ranger’s Companion</b> @Compendium[world.ddb-graus-dnd-class-features.gfDHfT1mPSRS6Q3n]{Ranger’s Companion}</p>\n<p class=\"compendium-hr\">At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.</p>\n<p class=\"Core-Styles_Core-Body\">The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.</p>\n<p class=\"Core-Styles_Core-Body\">If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.</p>\n<p class=\"Core-Styles_Core-Body\">While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.</p>\n<p class=\"Core-Styles_Core-Body\">If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.</p>\n\n<p><b>Exceptional Training</b> @Compendium[world.ddb-graus-dnd-class-features.AkThgrsDKg4Nnmji]{Exceptional Training}</p>\n<p class=\"Core-Styles_Core-Body\">Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.</p>\n<p class=\"Core-Styles_Core-Body\">In addition, the bea
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{"_id":"o0bavAi1yctDqJmI","name":"Wizard (School of Enchantment)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>School of Enchantment</h3>\n<p>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 somewher<span class=\"No-Break\">e in between.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Enchantment Savant</b> @Compendium[world.ddb-graus-dnd-class-features.CJYLG9Sj5yiBA3v4]{Enchantment Savant}</p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Hypnotic Gaze</b> @Compendium[world.ddb-graus-dnd-class-features.u77pQXlJcp4OYH3O]{Hypnotic Gaze}</p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Instinctive Charm</b> @Compendium[world.ddb-graus-dnd-class-features.jfVsb28B4D3QT3UR]{Instinctive Charm}</p>\n<p class=\"Core-Styles_Core-Body\">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, yo
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{"_id":"o6lVW8F2k3X46gNO","name":"Ranger (Gloom Stalker)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Gloom Stalker</h3>\n<p>Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Gloom Stalker Magic</b> @Compendium[world.ddb-graus-dnd-class-features.K47VdrQpsgeQIo3M]{Gloom Stalker Magic}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.</p>\n<h4 id=\"GloomStalkerSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Gloom Stalker Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">disguise self</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">rope trick</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fear</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">greater invisibility</span></td>\n</tr>\n<tr>\n<td>17th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">seeming</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Dread Ambusher</b> @Compendium[world.ddb-graus-dnd-class-features.NjOzonleWhrZ3Arx]{Dread Ambusher}</p>\n<p>At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.</p>\n<p>At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.</p>\n\n<p><b>Umbral Sight</b> @Compendium[world.ddb-graus-dnd-class-features.KiVV1DbgfC9AKXZz]{Umbral Sight}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd leve
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{"_id":"oyO1WJ9weXGYInNn","name":"Paladin (Oathbreaker)","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","data":{"description":{"value":"<p>A holy warrior bound to a sacred oath</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength & Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272701936950702-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) five javelins or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Chain mail and a holy symbol</li>\n</ul>\n\n<h3>Oathbreaker</h3>\n<p class=\"Core-Styles_Core-Body\">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 darknes<span class=\"No-Break\">s remains.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Oathbreaker Spells</b> @Compendium[world.ddb-graus-dnd-class-features.31ui63tJOkyoDGbO]{Oathbreaker Spells}</p>\n<p>An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.</p>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th style=\"text-align:center\">Paladin Level</th>\n<th style=\"text-align:left\">Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hellish rebuke</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">inflict wounds</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">crown of madness</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">darkness</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">animate dead</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bestow curse</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blight</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">confusion</span></td>\n</tr>\n<tr>\n<td>17th</td>\n<td style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">contagion</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">dominate person</span></td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Channel Divinity</b></p>\n<p class=\"Core-Styles_Core-Body\">An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.</p>\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Control Undead.</span></strong> 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 undea
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{"_id":"p3im3SKvCIjuBmTx","name":"Blood Hunter","type":"class","img":"ddb-images/other/class-portrait-637158853102614868-png-width-1000-height-1000-fit-bounds-quality-95-auto-webp.png","data":{"description":{"value":"<p>A fanatical slayer that embraces dark knowledge to destroy evil</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity, & Intelligence<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-637158853097790600-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li>(a) a martial weapon or (b) two simple weapons</li>\n<li>(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts</li>\n<li>(a) studded leather armor or (b) scale mail armor</li>\n<li>an explorer’s pack</li>\n</ul>\n<p>Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Hit Points</b></p>\n<p><strong>Hit Dice:</strong> 1d10 per blood hunter level<br /><strong>Hit Points at 1st Level:</strong> 10 + your Constitution modifier<br /><strong>Hit Points at Higher Levels:</strong> 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st</p>\n\n<p><b>Proficiencies</b></p>\n<p><strong>Armor:</strong> Light armor, medium armor, shields<br /><strong>Weapons:</strong> Simple weapons, martial weapons<br /><strong>Tools:</strong> Alchemist’s supplies<br /><strong>Saving Throws:</strong> Dexterity, Intelligence<br /><strong>Skills:</strong> Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival</p>\n\n<p><b>Hunter's Bane</b> @Compendium[world.ddb-graus-dnd-class-features.wTLwIRjMhuxVojhW]{Hunter's Bane}</p>\n<p>Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.</p>\n<p>The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:</p>\n<p><strong>Hemocraft save DC</strong> = 8 + your proficiency bonus + your Intelligence modifier.</p>\n\n<p><b>Blood Maledict</b> @Compendium[world.ddb-graus-dnd-class-features.x1eNeihFReQwnGBI]{Blood Maledict}</p>\n<p>At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “<a title=\"Blood Curses\" href=\"https://www.dndbeyond.com/classes/blood-hunter#BloodCurses-1611383\">Blood Curses</a>” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.</p>\n<p>When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.</p>\n<p>You can use this feature once. Beginning at 6th level, you can use y
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{"_id":"pcNCiRSORYKTaW40","name":"Monk (Way of the Open Hand)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Open Hand</h3>\n<p class=\"Core-Styles_Core-Body\">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 th<span class=\"No-Break\">em from harm.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Open Hand Technique</b></p>\n<p class=\"compendium-hr\">Starting when you choose this tradition at 3rd level, 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:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">It must succeed on a Dexterity saving throw or be knocked prone.</li>\n<li class=\"Core-Styles_Core-Bulleted\">It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.</li>\n<li class=\"Core-Styles_Core-Bulleted\">It can’t take reactions until the end of your next turn.</li>\n</ul>\n\n<p><b>Wholeness of Body</b></p>\n<p class=\"compendium-hr\">At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.</p>\n\n<p><b>Tranquility</b></p>\n<p class=\"compendium-hr\">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 <span class=\"Serif-Character-Style_Italic-Serif\">sanctuary</span> 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.</p>\n\n<p><b>Quivering Palm</b> @Compendium[world.ddb-graus-dnd-class-features.fO1y6BeAZmkfAWwj]{Quivering Palm}</p>\n<p class=\"compendium-hr\">At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.</p>\n<p class=\"Core-Styles_Core-Body\">You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly
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{"_id":"puvMdzEElYPBwgU9","name":"Warlock (The Fiend)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Fiend</h3>\n<p>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 t<span class=\"No-Break\">he yugoloths.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p class=\"compendium-hr\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Fiend Expanded Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr class=\"Table _idGenTableRowColumn-3\">\n<th class=\"Table Table-Header\">Spell Level</th>\n<th class=\"Table Table-Header _idGenCellOverride-1\">Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">1st</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">burning hands</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">command</span></p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-5\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">2nd</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blindness/deafness</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">scorching ray</span></p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fireball</span>, <span class=\"Sans-Se
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{"_id":"pyMBIt16I7PF40LM","name":"Druid (Circle of the Land (Forest))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Forest)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person</spa
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{"_id":"qHItp6BcMKYmVvRu","name":"Ranger (Swarmkeeper)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Swarmkeeper</h3>\n<p>Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Gathered Swarm</b> @Compendium[world.ddb-graus-dnd-class-features.fiPerqZLLj7vF88q]{Gathered Swarm}</p>\n<p><em>3rd-level Swarmkeeper feature </em></p>\n<p>A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.</p>\n<h5 id=\"SwarmAppearanceTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Swarm Appearance</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d4</th>\n<th>Appearance</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Swarming insects</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Miniature twig blights</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Fluttering birds</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Playful pixies</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p>Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:</p>\n<ul>\n<li>The attack’s target takes 1d6 piercing damage from the swarm.</li>\n<li>The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.</li>\n<li>You are moved by the swarm 5 feet horizontally in a direction of your choice.</li>\n</ul>\n\n<p><b>Swarmkeeper Magic</b> @Compendium[world.ddb-graus-dnd-class-features.59stwsBmF3py9fyY]{Swarmkeeper Magic}</p>\n<p><em>3rd-level Swarmkeeper feature </em></p>\n<p>You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.</p>\n<p>You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.</p>\n<h5 id=\"SwarmkeeperSpells\">Swarmkeeper Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th
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{"_id":"qYq21pVNuKH45wTw","name":"Cleric (Peace Domain)","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Peace Domain</h3>\n<p>Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Domain Spells</b></p>\n<p><em>1st-level Peace Domain feature</em></p>\n<p>You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.</p>\n<h5 id=\"PeaceDomainSpells\" class=\"quick-menu-exclude\">Peace Domain Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Cleric Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>\n<p>1st</p>\n</td>\n<td>\n<p>heroism, sanctuary</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>3rd</p>\n</td>\n<td>\n<p>aid, warding bond</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>5th</p>\n</td>\n<td>\n<p>beacon of hope, sending</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>7th</p>\n</td>\n<td>\n<p>aura of purity, Otiluke’s resilient sphere</p>\n</td>\n</tr>\n<tr>\n<td>\n<p>9th</p>\n</td>\n<td>\n<p>greater restoration, Rary’s telepathic bond</p>\n</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Implement of Peace</b> @Compendium[world.ddb-graus-dnd-class-features.4dYwBZA3XYBeBREy]{Implement of Peace}</p>\n<p><em>1st-level Peace Domain feature</em></p>\n<p>You gain proficiency in the Insight, Performance, or Persuasion skill (your choice).</p>\n\n<p><b>Emboldening Bond</b> @Compendium[world.ddb-graus-dnd-class-features.7SchWMRNjTY0nCgN]{Emboldening Bond}</p>\n<p><em>1st-level Peace Domain feature</em></p>\n<p>You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.</p>\n<p>You can use this feature
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{"_id":"qiOk1s1Qrmq2qdJz","name":"Sorcerer (Shadow Magic)","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Shadow Magic</h3>\n<p>You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Eyes of the Dark</b> @Compendium[world.ddb-graus-dnd-class-features.evV8THXmjDg5I5pZ]{Eyes of the Dark}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 1st level, you have darkvision with a range of 120 feet.</p>\n<p class=\"Core-Styles_Core-Body\">When you reach 3rd level in this class, you learn the <span class=\"Serif-Character-Style_Italic-Serif\">darkness</span> spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.</p>\n\n<p><b>Strength of the Grave</b> @Compendium[world.ddb-graus-dnd-class-features.KEhqA9vOrEtk2fiv]{Strength of the Grave}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.</p>\n<p class=\"Core-Styles_Core-Body\">After the saving throw succeeds, you can’t use this feature again until you finish a long rest.</p>\n\n<p><b>Hound of Ill Omen</b> @Compendium[world.ddb-graus-dnd-class-features.rwW6APPkR90kwosc]{Hound of Ill Omen}</p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the <span class=\"Serif-Character-Style_Italic-Serif\">Monster Manual</span> or appendix C in the <span class=\"Serif-Character-Style_Italic-Serif\">Player’s Handbook</span>), with the following changes:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.</li>\n<li class=\"Core-Styles_Core-Bulleted\">It appears with a number of temporary hit points equal to half your sorcerer level.</li>\n<li class=\"Co
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{"_id":"qkyfKzZkmjZyWxLG","name":"Wizard (Graviturgy Magic)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>Graviturgy Magic</h3>\n<p>Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Adjust Density</b> @Compendium[world.ddb-graus-dnd-class-features.9JDy3mCEibqLUVBe]{Adjust Density}</p>\n<p><em>2nd-level Graviturgy Magic feature</em></p>\n<p>As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).</p>\n<p>While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.</p>\n<p>Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.</p>\n\n<p><b>Gravity Well</b> @Compendium[world.ddb-graus-dnd-class-features.x6INqCrGNxj6XVKu]{Gravity Well}</p>\n<p><em>6th-level Graviturgy Magic feature</em></p>\n<p>You’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.</p>\n\n<p><b>Violent Attraction</b> @Compendium[world.ddb-graus-dnd-class-features.wFClcZlD56rCdTPC]{Violent Attraction}</p>\n<p><em>10th-level Graviturgy Magic feature</em></p>\n<p>When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.</p>\n<p>Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10.</p>\n<p>You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p>\n\n<p><b>Event Horizon</b> @Compendium[world.ddb-graus-dnd-class-features.6vcI
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{"_id":"r5F35JkMINDepeEm","name":"Sorcerer","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","data":{"description":{"value":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274643818194297-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>\n\n<p><b>Spellcasting</b></p>\n<p class=\"Core-Styles_Core-Body\">An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See <span style=\"color:#99cc00\"><a style=\"color:#47d18c\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#993366\"><a style=\"color:#704cd9\" title=\"Spells Listing (Sorcerer)\" href=\"https://www.dndbeyond.com/spells?filter-class=6&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the sorcerer spell list.</p>\n<h5 class=\"compendium-hr\">Cantrips</h5>\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.</p>\n<h5 class=\"compendium-hr\">Spell Slots</h5>\n<p class=\"Core-Styles_Core-Body\">The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\n<p class=\"Core-Styles_Core-Body\">For example, if you know the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> and have a 1st-level and a 2nd-level spell slot available, you can cast <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> using either slot.</p>\n<h5 class=\"compendium-hr\">Spells Known of 1st Level and Higher</h5>\n<p class=\"Core-Styles_Core-Body\">You know two 1st-level spells of your choice from the sorcerer spell list.</p>\n<p class=\"Core-Styles_Core-Body\">The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each
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{"_id":"s7jiNNGqzVH6TuVh","name":"Rogue (Swashbuckler)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Swashbuckler</h3>\n<p>A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an<span class=\"No-Break\"> opponent.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Fancy Footwork</b> @Compendium[world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK]{Fancy Footwork}</p>\n<p>When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.</p>\n\n<p><b>Rakish Audacity</b> @Compendium[world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r]{Rakish Audacity}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.</p>\n<p class=\"Core-Styles_Core-Body\">You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.</p>\n\n<p><b>Panache</b> @Compendium[world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU]{Panache}</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n\n<p><b>Elegant Maneuver</b> @Compendium[world.ddb-graus-dnd-class-features.NnStYZiKgB
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{"_id":"s9lyIuuqMOvZSCq7","name":"Ranger (Horizon Walker)","type":"class","img":"icons/weapons/bows/shortbow-recurve-yellow.webp","data":{"description":{"value":"<p>A warrior who combats threats on the edges of civilization</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272702825813090-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two shortswords or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two simple melee weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A longbow and a quiver of 20 arrows</li>\n</ul>\n\n<h3>Horizon Walker</h3>\n<p>Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Horizon Walker Magic</b> @Compendium[world.ddb-graus-dnd-class-features.B2p5z7vTCApXIhoQ]{Horizon Walker Magic}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.</p>\n<h4 id=\"HorizonWalkerSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Horizon Walker Spells</h4>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Ranger Level</th>\n<th>Spell</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">protection from evil and good</span></td>\n</tr>\n<tr>\n<td>5th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">misty step</span></td>\n</tr>\n<tr>\n<td>9th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">haste</span></td>\n</tr>\n<tr>\n<td>13th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">banishment</span></td>\n</tr>\n<tr>\n<td>17th</td>\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">teleportation circle</span></td>\n</tr>\n</tbody>\n</table>\n</div>\n\n<p><b>Detect Portal</b> @Compendium[world.ddb-graus-dnd-class-features.7guyBlJCpO6nvAVD]{Detect Portal}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.</p>\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you can’t use it again until you finish a short or long rest.</p>\n<p class=\"Core-Styles_Core-Body\">See the “<a title=\"Planar Travel\" href=\"https://www.dndbeyond.com/compendium/rules/dmg/creating-a-multiverse#PlanarTravel\">Planar Travel</a>” section in chapter 2 of
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{"_id":"sJjUg8FNTCHArA0O","name":"Rogue (Inquisitive)","type":"class","img":"icons/skills/melee/strike-sword-stabbed-brown.webp","data":{"description":{"value":"<p>A scoundrel who uses stealth and trickery to overcome obstacles and enemies</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity<br /><strong>Saves:</strong> Dexterity & Intelligence</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272820318807897-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortbow and quiver of 20 arrows or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a shortsword</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a burglar’s pack, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, two daggers, and thieves’ tools</li>\n</ul>\n\n<h3>Inquisitive</h3>\n<p>As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Ear for Deceit</b> @Compendium[world.ddb-graus-dnd-class-features.y5cCG2q03ftlqxhl]{Ear for Deceit}</p>\n<p>When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.</p>\n\n<p><b>Eye for Detail</b> @Compendium[world.ddb-graus-dnd-class-features.qFimY2UtMd2i4t88]{Eye for Detail}</p>\n<p>Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.</p>\n\n<p><b>Insightful Fighting</b> @Compendium[world.ddb-graus-dnd-class-features.3MqWhPZiLuTbW9gc]{Insightful Fighting}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.</p>\n<p class=\"Core-Styles_Core-Body\">This benefit lasts for 1 minute or until you successfully use this feature against a different target.</p>\n\n<p><b>Steady Eye</b> @Compendium[world.ddb-graus-dnd-class-features.aeoQEgBKFWnsIXN4]{Steady Eye}</p>\n<p>Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.</p>\n\n<p><b>Unerring Eye</b> @Compendium[world.ddb-graus-dnd-class-features.DOY11oQaXSN6u3Tt]{Unerring Eye}</p>\n<p class=\"Core-Styles_Core-Body\">Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapecha
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{"_id":"sgUeGlF9M0l1iSik","name":"Druid (Circle of the Land (Arctic))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Arctic)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person</spa
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{"_id":"sgwEqKNga8XBb1N7","name":"Fighter (Cavalier)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Cavalier</h3>\n<p>The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiency</b></p>\n<p>When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.</p>\n\n<p><b>Born to the Saddle</b> @Compendium[world.ddb-graus-dnd-class-features.yqMFJA0XFIFIlbrE]{Born to the Saddle}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.</p>\n<p class=\"Core-Styles_Core-Body\">Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.</p>\n\n<p><b>Unwavering Mark</b> @Compendium[world.ddb-graus-dnd-class-features.FUWSqgwNCOhYzFUo]{Unwavering Mark}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.</p>\n<p class=\"Core-Styles_Core-Body\">While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.</p>\n<p class=\"Core-Styles_Core-Body\">In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.</p>\n<
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{"_id":"shGqmQ8Jr0xBCq0M","name":"Fighter (Rune Knight)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Rune Knight</h3>\n<p>Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Proficiencies</b></p>\n<p><em>3rd-level Rune Knight feature</em></p>\n<p>You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.</p>\n\n<p><b>Rune Carver</b> @Compendium[world.ddb-graus-dnd-class-features.5lLOmxGu9srVChFd]{Rune Carver}</p>\n<p><em>3rd-level Rune Knight feature</em></p>\n<p>You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.</p>\n<h5 id=\"RunesKnownTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Runes Known</h5>\n<div class=\"table-overflow-wrapper\">\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Fighter Level</th>\n<th>Number of Runes</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>3rd</td>\n<td>2</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>3</td>\n</tr>\n<tr>\n<td>10th</td>\n<td>4</td>\n</tr>\n<tr>\n<td>15th</td>\n<td>5</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p>Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.</p>\n<p>The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.</p>\n<p><strong><em>Cloud Rune.</em></strong> This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.</p>\n<p>In addition, when you or a cre
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{"_id":"t9ZH6shyEu2HBjdp","name":"Cleric","type":"class","img":"icons/magic/life/ankh-gold-blue.webp","data":{"description":{"value":"<p>A priestly champion who wields divine magic in service of a higher power</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272706154751958-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Spellcasting</b></p>\n<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color:#99cc00\"><a style=\"color:#47d18c\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#993366\"><a style=\"color:#704cd9\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the cleric spell list.</p>\n<h5 class=\"compendium-hr\">Cantrips</h5>\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.</p>\n<h5 id=\"PreparingandCastingSpells\" class=\"compendium-hr\">Preparing and Casting Spells</h5>\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p>\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.</p>\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.</p>\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells
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{"_id":"tRjifarCB8FWkJL2","name":"Warlock (The Great Old One)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Great Old One</h3>\n<p class=\"Core-Styles_Core-Body\">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 m<span class=\"No-Break\">agic from it.</span></p>\n<p class=\"Core-Styles_Core-Body\">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 unfatho<span class=\"No-Break\">mable beings.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Great Old One Expanded Spells</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr class=\"Table _idGenTableRowColumn-3\">\n<th class=\"Table Table-Header\">Spell Level</th>\n<th class=\"Table Table-Header _idGenCellOverride-1\">Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">1st</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">dissonant whispers</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">Tasha’s hideous laughter</span></p>\n</td>\n</tr>\n<tr class=\"Table _idGenTableRowColumn-5\">\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">2nd</p>\n</td>\n<td class=\"Table Table-Body\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">detect thoughts</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">phantasmal force</span></p>\n</td>\n</tr>\n<tr
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{"_id":"tVE8EHonkjCXnCF5","name":"Wizard (Order of Scribes)","type":"class","img":"icons/magic/air/wind-tornado-wall-blue.webp","data":{"description":{"value":"<p>A scholarly magic-user capable of manipulating the structures of reality</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Intelligence<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272696880643718-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a quarterstaff or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dagger</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">A spellbook</li>\n</ul>\n\n<h3>Order of Scribes</h3>\n<p>Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!</p>\n\n<h3>Class Features</h3>\n\n<p><b>Wizardly Quill</b> @Compendium[world.ddb-graus-dnd-class-features.eg3gYehHBurmCQmx]{Wizardly Quill}</p>\n<p><em>2nd-level Order of Scribes feature </em></p>\n<p>As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:</p>\n<ul>\n<li>The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.</li>\n<li>The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.</li>\n<li>You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.</li>\n</ul>\n<p>This quill disappears if you create another one or if you die.</p>\n\n<p><b>Awakened Spellbook</b> @Compendium[world.ddb-graus-dnd-class-features.JZC3Qda7EnMC2X77]{Awakened Spellbook}</p>\n<p><em>2nd-level Order of Scribes feature </em></p>\n<p>Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.</p>\n<p>While you are holding the book, it grants you the following benefits:</p>\n<ul>\n<li>You can use the book as a spellcasting focus for your wizard spells.</li>\n<li>When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.</li>\n<li>When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.</li>\n</ul>\n<p>If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned in
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{"_id":"vWaXneiqi44ZMGuH","name":"Barbarian (Path of the Totem Warrior)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of the Totem Warrior</h3>\n<p class=\"Core-Styles_Core-Body\">The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your ba<span class=\"No-Break\">rbarian rage.</span></p>\n<p class=\"Core-Styles_Core-Body\">Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exce<span class=\"No-Break\">ptions exist.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Spirit Seeker</b> @Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}</p>\n<p class=\"compendium-hr\">Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the <span class=\"Serif-Character-Style_Italic-Serif\">beast sense</span> and <span class=\"Serif-Character-Style_Italic-Serif\">speak with animals</span> spells, but only as rituals, as described in the <span style=\"color:#47d18c\"><a style=\"color:#47d18c\" title=\"Rituals\" href=\"http://www.dndbeyond.com/compendium/rules/phb/spellcasting#Rituals\">Spellcasting</a></span> section.</p>\n\n<p><b>Totem Spirit</b> @Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.</p>\n<p class=\"Core-Styles_Core-Body\">Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.</p>\n\n<p><b>Aspect of the Beast</b> @Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}</p>\n<p class=\"Core-Styles_Core-Body\">At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.</p>\n\n<p><b>Spirit Walker</b> @Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}</p>\n<p class=\"compendium-hr\">At 10th level, you can cast the <span class=\"Serif-Character-Style_Italic-Serif\">commune with nature</span>
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{"_id":"w3y6EvkgWj3m5gBq","name":"Barbarian (Path of the Storm Herald)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of the Storm Herald</h3>\n<p class=\"Core-Styles_Core-Body\">Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Storm Aura</b> @Compendium[world.ddb-graus-dnd-class-features.MGz5ofoZQxwtcOnT]{Storm Aura}</p>\n<p class=\"Core-Styles_Core-Body\">Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.</p>\n<p class=\"Core-Styles_Core-Body\">Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.</p>\n<p class=\"Core-Styles_Core-Body\">If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.</p>\n\n<p><b>Storm Soul</b> @Compendium[world.ddb-graus-dnd-class-features.niPohFJ1N2xfa3Vk]{Storm Soul}</p>\n<p id=\"StormAura\" class=\"quick-menu-exclude compendium-hr\">At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.</p>\n<h5>Desert</h5>\n<p>You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the <em><a title=\"Dungeon Master’s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master’s Guide</a></em>. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.</p>\n<h5>Sea</h5>\n<p>You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.</p>\n<h5>Tundra</h5>\n<p>You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the <em><a title=\"Dungeon Master’s Guide\" href=\"https://www.dndbeyond.com/sources/dmg\">Dungeon Master’s Guide</a></em>. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.</p>\n\n<p><b>Shielding Storm</b> @Compendium[world.ddb-graus-dnd-class-features.XmEzLMZ2pWQSyq6m]{Shielding Storm}</p>\n<p class=\"Core-Styles_Core-Body\">At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul
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{"_id":"wWU2jvbzVZo9hNkZ","name":"Warlock (The Genie)","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>The Genie</h3>\n<p>You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fi efs on the Elemental Planes and have great infl uence over lesser genies and elemental creatures.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Expanded Spell List</b></p>\n<p><em>1st-level Genie feature</em></p>\n<p>The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, djinni, efreeti, or marid.</p>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th style=\"width:10%\">Spell Level</th>\n<th style=\"width:18%\">Genie Spells</th>\n<th style=\"width:18%\">Dao Spells</th>\n<th style=\"width:18%\">Djinni Spells</th>\n<th style=\"width:18%\">Efreeti Spells</th>\n<th style=\"width:18%\">Marid Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td> 1st</td>\n<td> detect evil and good</td>\n<td> sanctuary</td>\n<td> thunderwave</td>\n<td> burning hands</td>\n<td> fog cloud</td>\n</tr>\n<tr>\n<td> 2nd</td>\n<td> phantasmal force</td>\n<td> spike growth</td>\n<td> gust of wind</td>\n<td> scorching ray</td>\n<td> blur</td>\n</tr>\n<tr>\n<td> 3rd</td>\n<td> create food and water</td>\n<td> meld into stone</td>\n<td> wind wall</td>\n<td> fireball</td>\n<td> sleet storm </td>\n</tr>\n<tr>\n<td> 4th</td>\n<td> phantasmal killer</td>\n<td> stone shape</td>\n<td> greater invisibility</td>\n<td> fire shield</td>\n<td> control water</td>\n</tr>\n<tr>\n<td> 5th</td>\n<td> creation</td>\n<td> wall of stone</td>\n<td> seeming</td>\n<td> flame strike</td>\n<td> cone of cold</td>\n</tr>\n<tr>\n<td> 9th</td>\n<td> wish</td>\n<td> </td>\n<td> </td>\n<td> </td>\n<td> </td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Genie’s Vessel</b> @Compendium[world.ddb-graus-dnd-class-features.qbjT6C9Wz9VMQZ7t]{Genie’s Vessel}</p>\n<p><em>1st-level Genie feature</em></p>\n<p>Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table.</p>\n<h5 id=\"GeniesVesselTable\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Genie’s Vessel</h5>\n<div cl
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{"_id":"webYlfnyEZftQlb7","name":"Barbarian (Path of the Berserker)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of the Berserker</h3>\n<p class=\"Core-Styles_Core-Body\">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 o<span class=\"No-Break\">r well-being.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Frenzy</b></p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Mindless Rage</b></p>\n<p class=\"compendium-hr\">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.</p>\n\n<p><b>Intimidating Presence</b></p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<p class=\"Core-Styles_Core-Body\">If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.</p>\n\n<p><b>Retaliation</b></p>\n<p>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.</p>\n\n<p><b>Rage</b></p>\n<p class=\"compendium-hr\">In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.</p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">While raging, you gain the following benefits if you aren’t wearing heavy armor:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">You have advantage on Strength checks and Strength saving throws.</li>\n<li class=\"Core-Styles_Core-Bulleted\">When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.</li>\n<li class=\"Core-Styles_Core-Bulleted-Last\">You have resistance to b
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{"_id":"whlsIcoSZmG7lTW1","name":"Bard (College of Eloquence)","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","data":{"description":{"value":"<p>An inspiring magician whose power echoes the music of creation</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Dexterity & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272705936235645-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a rapier, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a longsword, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a diplomat’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an entertainer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a lute or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any other musical instrument</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor and a dagger</li>\n</ul>\n\n<h3>College of Eloquence</h3>\n<p>Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Silver Tongue</b> @Compendium[world.ddb-graus-dnd-class-features.2d5O7jDc7AyZkVc3]{Silver Tongue}</p>\n<p><em>3rd-level College of Eloquence feature</em></p>\n<p>You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.</p>\n\n<p><b>Unsettling Words</b> @Compendium[world.ddb-graus-dnd-class-features.80xQ7ZE6Thzf6iv4]{Unsettling Words}</p>\n<p><em>3rd-level College of Eloquence feature</em></p>\n<p>You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.</p>\n\n<p><b>Unfailing Inspiration</b> @Compendium[world.ddb-graus-dnd-class-features.Kor3WfzD5cJ9DMI9]{Unfailing Inspiration}</p>\n<p><em>6th-level College of Eloquence feature</em></p>\n<p>Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.</p>\n\n<p><b>Universal Speech</b> @Compendium[world.ddb-graus-dnd-class-features.MeoS0HKrDBJ5hjA6]{Universal Speech}</p>\n<p><em>6th-level College of Eloquence feature</em></p>\n<p>You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.</p>\n<p>Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.</p>\n\n<p><b>Infectious Inspiration</b> @Compendium[world.d
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{"_id":"wkopNa4d7ufOdZZu","name":"Monk (Way of the Astral Self)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","data":{"description":{"value":"<p>A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Dexterity & Wisdom<br /><strong>Saves:</strong> Strength & Dexterity</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636274646181088338-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a shortsword or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted ParaOverride-7\">10 darts</li>\n</ul>\n\n<h3>Way of the Astral Self</h3>\n<p>A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. </p>\n\n<h3>Class Features</h3>\n\n<p><b>Arms of the Astral Self</b> @Compendium[world.ddb-graus-dnd-class-features.jZanCcIjGbNkIcCH]{Arms of the Astral Self}</p>\n<p><em>3rd-level Way of the Astral Self feature </em></p>\n<p>Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.</p>\n<p>For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:</p>\n<ul>\n<li>You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.</li>\n<li>You can use the spectral arms to make unarmed strikes.</li>\n<li>When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.</li>\n<li>The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.</li>\n</ul>\n\n<p><b>Visage of the Astral Self</b> @Compendium[world.ddb-graus-dnd-class-features.bJnJIe6YxAWZJZlD]{Visage of the Astral Self}</p>\n<p><em>6th-level Way of the Astral Self feature </em></p>\n<p>You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.</p>\n<p>The spectral visage covers your face like a helmet or mask. You determine its appearance.</p>\n<p>While the spectral visage is present, you gain the following benefits.</p>\n<p><em><strong>Astral Sight.</strong></em> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.</p>\n<p><em><strong>Wisdom of the Spirit.</strong></em> You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.</p>\n<p><em><strong>Word of the Spirit.</strong></em> When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amp
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{"_id":"wtglCD3Tzp2uXRXF","name":"Druid (Circle of the Land (Swamp))","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of the Land (Swamp)</h3>\n<p class=\"Core-Styles_Core-Body\">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 myst<span class=\"No-Break\">erious rites.</span></p>\n\n<h3>Class Features</h3>\n\n<p><b>Bonus Cantrip</b></p>\n<p>When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.</p>\n\n<p><b>Natural Recovery</b></p>\n<p>Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.</p>\n<p>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.</p>\n\n<p><b>Circle Spells</b></p>\n<p class=\"compendium-hr\">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.</p>\n<p class=\"Core-Styles_Core-Body\">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.</p>\n<h5 class=\"Table-Styles_Table-Title\">Arctic</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr class=\"Table _idGenTableRowColumn-4\">\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\n</td>\n<td class=\"Table Table-Body _idGenCellOverride-2\">\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align:left\"><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">hold person</span>
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{"_id":"xGXeuIx4SgFarB0U","name":"Warlock","type":"class","img":"icons/creatures/mammals/bat-giant-tattered-purple.webp","data":{"description":{"value":"<p>A wielder of magic that is derived from a bargain with an extraplanar entity</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Wisdom & Charisma</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272708661414129-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scholar’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a dungeoneer’s pack</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, any simple weapon, and two daggers</li>\n</ul>\n\n<h3>Class Features</h3>\n\n<p><b>Ability Score Improvement</b></p>\n<p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p>\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>\n\n<p><b>Otherworldly Patron</b></p>\n<p class=\"compendium-hr\">At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.</p>\n\n<p><b>Pact Magic</b></p>\n<p class=\"compendium-hr\">Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See <span style=\"color:#99cc00\"><a style=\"color:#47d18c\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#993366\"><a style=\"color:#704cd9\" title=\"Spells Listing (Warlock)\" href=\"https://www.dndbeyond.com/spells?filter-class=7&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the warlock spell list.</p>\n<h5 class=\"compendium-hr\">Cantrips</h5>\n<p class=\"Core-Styles_Core-Body\">You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.</p>\n<h5 class=\"compendium-hr\">Spell Slots</h5>\n<p class=\"Core-Styles_Core-Body\">The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.</p>\n<p class=\"Core-Styles_Core-Body\">For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">witch bolt</span>, you must spend one of those slots, and you cast it as a 3rd-level spell.<
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{"_id":"z6auYvbOuy2wJY1z","name":"Druid (Circle of Spores)","type":"class","img":"icons/creatures/mammals/elk-moose-marked-green.webp","data":{"description":{"value":"<p>A priest of the Old Faith, wielding the powers of nature and adopting animal forms</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Intelligence & Wisdom</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272691461256657-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a wooden shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a scimitar or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">Leather armor, an explorer’s pack, and a druidic focus</li>\n</ul>\n\n<h3>Circle of Spores</h3>\n<p>Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.</p>\n<p>These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.</p>\n<p>Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Circle Spells</b></p>\n<p><em>2nd-level Circle of Spores feature</em></p>\n<p>Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.</p>\n<p>At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.</p>\n<h5><strong>Circle of Spores Spells</strong></h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>Druid Level</th>\n<th>Spells</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>2nd</td>\n<td>chill touch</td>\n</tr>\n<tr>\n<td>3rd</td>\n<td>blindness/deafness, gentle repose</td>\n</tr>\n<tr>\n<td>5th</td>\n<td>animate dead, gaseous form</td>\n</tr>\n<tr>\n<td>7th</td>\n<td>blight, confusion</td>\n</tr>\n<tr>\n<td>9th</td>\n<td>cloudkill, contagion</td>\n</tr>\n</tbody>\n</table>\n\n<p><b>Halo of Spores</b> @Compendium[world.ddb-graus-dnd-class-features.ByHr7u2YiUa2jjzL]{Halo of Spores}</p>\n<p><em>2nd-level Circle of Spores feature</em></p>\n<p>You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.</p>\n\n<p><b>Symbi
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{"_id":"zC1mrgefm07HpXTJ","name":"Barbarian (Path of the Ancestral Guardian)","type":"class","img":"icons/skills/melee/hand-grip-sword-orange.webp","data":{"description":{"value":"<p>A fierce warrior of primitive background who can enter a battle rage</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d12<br /><strong>Primary Ability:</strong> Strength<br /><strong>Saves:</strong> Strength & Constitution </p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272680339582512-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"compendium-hr\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a greataxe or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any martial melee weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) two handaxes or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\n<li class=\"Core-Styles_Core-Bulleted\">An explorer’s pack and four javelins</li>\n</ul>\n\n<h3>Path of the Ancestral Guardian</h3>\n<p>Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Ancestral Protectors</b> @Compendium[world.ddb-graus-dnd-class-features.bErF1ZUGd5GAakHT]{Ancestral Protectors}</p>\n<p>Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.</p>\n\n<p><b>Spirit Shield</b> @Compendium[world.ddb-graus-dnd-class-features.0Bjtc7KCWVDF68pB]{Spirit Shield}</p>\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.</p>\n<p class=\"Core-Styles_Core-Body\">When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.</p>\n\n<p><b>Consult the Spirits</b> @Compendium[world.ddb-graus-dnd-class-features.XYyeCeuavSbM47RD]{Consult the Spirits}</p>\n<p class=\"Core-Styles_Core-Body\">At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the <em><span class=\"Serif-Character-Style_Italic-Serif\">augury</span></em><span class=\"Serif-Character-Style_Italic-Serif\"></span><em> </em>or <span class=\"Serif-Character-Style_Italic-Serif\"><em>clairvoyance</em></span> spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of <span class=\"Serif-Character-Style_Italic-Serif\"><em>clairvoyance</em></span> invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.</p>\n<p class=\"Core-Styles_Core-Body\">After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.</p>\n\n<p><b>Vengeful Ancestors</b> @Compendium[world.ddb-graus-dnd-class-features.3EunfhaOsNyHhN3B]{Vengeful Ancestors}</p>\n
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{"_id":"zRHWn5EzYxdCtnRA","name":"Fighter (Arcane Archer)","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","data":{"description":{"value":"<p>A master of martial combat, skilled with a variety of weapons and armor</p>\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d10<br /><strong>Primary Ability:</strong> Strength or Dexterity<br /><strong>Saves:</strong> Strength & Constitution</p>\n\n<img class=\"ddb-class-image\" src=\"ddb-images/other/class-avatar-636272697873728704-png-width-350-height-350-fit-bounds-quality-95-auto-webp.png\" />\n\n<p><b>Starting Equipment</b></p>\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\n<ul>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) chain mail or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, longbow, and 20 arrows</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a martial weapon and a shield or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two martial weapons</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) two handaxes</li>\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\n</ul>\n\n<h3>Arcane Archer</h3>\n<p>An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.</p>\n\n<h3>Class Features</h3>\n\n<p><b>Arcane Archer Lore</b> @Compendium[world.ddb-graus-dnd-class-features.an3A09HBrgCHRzEW]{Arcane Archer Lore}</p>\n<p>At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the <span class=\"Serif-Character-Style_Italic-Serif\"><em>prestidigitation</em></span> or the <span class=\"Serif-Character-Style_Italic-Serif\"><em>druidcraft</em></span> cantrip.</p>\n\n<p><b>Arcane Shot</b> @Compendium[world.ddb-graus-dnd-class-features.DHMyUbxSnmrCTLHA]{Arcane Shot}</p>\n<p class=\"Core-Styles_Core-Body\">At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).</p>\n<p class=\"Core-Styles_Core-Body\">Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.</p>\n<p class=\"Core-Styles_Core-Body\">You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.</p>\n\n<p><b>Magic Arrow</b> @Compendium[world.ddb-graus-dnd-class-features.8vOFRc5dbpZ1nX82]{Magic Arrow}</p>\n<p>At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from
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