From 00416253729a5c626cc844f62c893d72b0889686 Mon Sep 17 00:00:00 2001 From: SCF-DATA Date: Sun, 7 May 2023 06:00:20 +0200 Subject: [PATCH] Daily Backup at 07.05.2023 --- worlds/curse-of-strahd/data/actors.db | 59 ++----------------- worlds/curse-of-strahd/data/combats.db | 21 ------- worlds/curse-of-strahd/data/fog.db | 25 ++------ worlds/curse-of-strahd/data/items.db | 4 +- worlds/curse-of-strahd/data/journal.db | 9 +-- worlds/curse-of-strahd/data/macros.db | 2 +- worlds/curse-of-strahd/data/messages.db | 16 ++--- worlds/curse-of-strahd/data/playlists.db | 30 +--------- worlds/curse-of-strahd/data/scenes.db | 13 +--- worlds/curse-of-strahd/data/settings.db | 20 +------ worlds/curse-of-strahd/data/tables.db | 3 +- worlds/curse-of-strahd/data/users.db | 19 +----- .../packs/ddb-curse-of-strahd-tables.db | 40 ++++--------- 13 files changed, 42 insertions(+), 219 deletions(-) diff --git a/worlds/curse-of-strahd/data/actors.db b/worlds/curse-of-strahd/data/actors.db index 22793da..7dd42f0 100755 --- a/worlds/curse-of-strahd/data/actors.db +++ b/worlds/curse-of-strahd/data/actors.db @@ -10,7 +10,7 @@ {"_id":"3saUSpthzVP21QLR","name":"Vistani Bandit Captain 2","type":"npc","img":"worlds/curse-of-strahd/Token/Vistani/Vistani%20bandit%20captain%202.png","items":[{"_id":"dGotr8WSY2xhnqgK","name":"Multiattack","type":"feat","img":"icons/skills/melee/strike-weapons-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Multiattack.","fullName":"Multiattack."}},"system":{"description":{"value":"

The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

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The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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Strahd makes two attacks, only one of which can be a bite attack.

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Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage.

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Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd’s control.

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Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests and actions in the most favorable way and lets Strahd bite it.

Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

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Strahd magically calls 2d4 swarm of bats;swarms of bats or swarm of rats;swarms of rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolf;wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.

","chat":"","unidentified":""},"source":"Curse of Strahd pg 239","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":null,"dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":null},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"AttpAdjuIC7bThAd","name":"Lair Actions","type":"feat","img":"icons/environment/settlement/watchtower-silhouette-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}}},"system":{"description":{"value":"

Lair Actions


While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn’t incapacitated.

On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:

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Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Strahd regains spent legendary actions at the start of his turn.

\n

Move. Strahd moves up to his speed without provoking opportunity attacks.

\n

Unarmed Strike. Strahd makes one unarmed strike.

\n

Bite (Costs 2 Actions). Strahd makes one bite attack.

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Strahd moves up to his speed without provoking opportunity attacks.

Unarmed Strike. Strahd makes one unarmed strike.

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Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage.

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Strahd makes one bite attack.

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If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.

While in bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.

While in mist form, Strahd can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

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If Strahd fails a saving throw, he can choose to succeed instead.

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When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed.

While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.

","chat":"","unidentified":""},"source":"Curse of Strahd pg 239","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":null}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Mb19L9hFqdgIMKKR","name":"Regeneration","type":"feat","img":"icons/magic/life/heart-cross-strong-purple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Regeneration.","fullName":"Regeneration."}},"system":{"description":{"value":"

Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from Holy Water (flask);holy water, this trait doesn’t function at the start of his next turn.

","chat":"","unidentified":""},"source":"Curse of Strahd pg 239","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":null}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rJsGvaHtKr9GL0MW","name":"Spellcasting","type":"feat","img":"icons/magic/light/beam-rays-magenta-large.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Spellcasting.","fullName":"Spellcasting."}},"system":{"description":{"value":"

Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): comprehend languages, fog cloud, sleep

2nd level (3 slots): detect thoughts, gust of wind, mirror image

3rd level (3 slots): animate dead, fireball, nondetection

4th level (3 slots): blight, greater invisibility, polymorph

5th level (1 slot): animate objects, scrying

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Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

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Strahd has the following flaws:

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He can’t enter a residence without an invitation from one of the occupants.

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He takes 20 acid damage if he ends his turn in running water.

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If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.

","chat":"","unidentified":""},"source":"Curse of Strahd pg 239","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":null}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"XcYosug8y0EASYFA","name":"Sunlight Hypersensitivity","type":"feat","img":"icons/magic/nature/root-vine-thorned-fire-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Sunlight Hypersensitivity.","fullName":"Sunlight Hypersensitivity."}},"system":{"description":{"value":"

While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

","chat":"","unidentified":""},"source":"Curse of Strahd pg 239","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":null}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"8DYVFgWXCWose6FX","name":"Mage Hand","type":"spell","img":"icons/equipment/hand/glove-simple-leather-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138434,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Mage Hand","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

\n

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

\n

The hand can't attack, activate magic items, or carry more than 10 pounds.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"P36btFTb1yZMvZQJ","name":"Prestidigitation","type":"spell","img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138586,"definitionId":2213,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Prestidigitation","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":267,"sourceType":1}],"tags":["Utility"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

\n\n


If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"whHh5St7hDxFVMfv","name":"Ray of Frost","type":"spell","img":"icons/magic/light/beam-rays-teal-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138633,"definitionId":2226,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Ray of Frost","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":271,"sourceType":1}],"tags":["Damage"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

\n

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[cold]","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"o8lGip4rrvGJVfrt","name":"Comprehend Languages","type":"spell","img":"icons/magic/symbols/runes-star-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136246,"definitionId":2035,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Comprehend Languages","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Social"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a pinch of soot and salt"},"materials":{"value":"a pinch of soot and salt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"W213JzD5s99IiEFn","name":"Fog Cloud","type":"spell","img":"icons/magic/air/fog-gas-smoke-dense-gray.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":137872,"definitionId":2112,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Fog Cloud","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":243,"sourceType":1}],"tags":["Control","Environment"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5Pl8klT9GhjQD37h","name":"Sleep","type":"spell","img":"icons/magic/air/fog-gas-smoke-swirling-gray.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138729,"definitionId":2254,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Sleep","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":276,"sourceType":1}],"tags":["Control"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring @Compendium[dnd5e.rules.Unconscious]{unconscious} creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls @Compendium[dnd5e.rules.Unconscious]{unconscious} until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Undead and creatures immune to being @Compendium[dnd5e.rules.Charmed]{charmed} aren’t affected by this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of fine sand, rose petals, or a cricket"},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d8"}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"SqxO1wl5XQ5InCz4","name":"Detect Thoughts","type":"spell","img":"icons/tools/scribal/magnifying-glass.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136574,"definitionId":2067,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Detect Thoughts","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Social","Detection"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

\n

You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain @Compendium[dnd5e.rules.Using Each Ability]{insight} into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

\n

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

\n

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

\n

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a copper piece"},"materials":{"value":"a copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"n11h4HqAAgWbC1oS","name":"Gust of Wind","type":"spell","img":"icons/magic/air/wind-swirl-purple-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138026,"definitionId":2134,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Gust of Wind","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":248,"sourceType":1}],"tags":["Control"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

\n

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

\n

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

\n

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":60,"width":10,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a legume seed"},"materials":{"value":"a legume seed","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0JeUjn6cZclo5TZV","name":"Mirror Image","type":"spell","img":"icons/magic/defensive/illusion-evasion-echo-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138495,"definitionId":2193,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Mirror Image","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Deception","Warding"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

\n

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as @Compendium[dnd5e.rules.Blindsight]{blindsight}, or if it can perceive illusions as false, as with @Compendium[dnd5e.rules.Truesight]{truesight}.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TmwY7ZGXDiKuavz5","name":"Animate Dead","type":"spell","img":"icons/magic/death/skull-sand-white-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136039,"definitionId":1996,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Animate Dead","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":212,"sourceType":1}],"tags":["Creation"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

\n

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a drop of blood, a piece of flesh, and a pinch of bone dust"},"materials":{"value":"a drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ra9RisQAda0k3INW","name":"Fireball","type":"spell","img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136815,"definitionId":2102,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny ball of bat guano and sulfur"},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"L6Bvie4y8AorkOtW","name":"Nondetection","type":"spell","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138528,"definitionId":2199,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Nondetection","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":263,"sourceType":1}],"tags":["Deception"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 263","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes"},"materials":{"value":"a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TqFGJB7J6mFcjZgI","name":"Blight","type":"spell","img":"icons/magic/nature/tree-spirit-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136130,"definitionId":2017,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Blight","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Damage"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

\n

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

\n

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

\n

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8[necrotic - No Effect: undead, construct; Max Damage: plant]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":4,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RbqrZiJcVwLSfy9M","name":"Greater Invisibility","type":"spell","img":"icons/magic/air/fog-gas-smoke-gray.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138001,"definitionId":2128,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Greater Invisibility","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":246,"sourceType":1}],"tags":["Buff"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

You or a creature you touch becomes @Compendium[dnd5e.rules.Invisible]{invisible} until the spell ends. Anything the target is wearing or carrying is @Compendium[dnd5e.rules.Invisible]{invisible} as long as it is on the target's person.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TUxfWgLefjJZ1wkU","name":"Polymorph","type":"spell","img":"icons/weapons/swords/shortsword-broad-engraved.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138572,"definitionId":2209,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Polymorph","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control","Shapechanging"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

\n

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

\n

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked @Compendium[dnd5e.rules.Unconscious]{unconscious}.

\n

The creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.Using Each Ability]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

\n

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a caterpillar cocoon"},"materials":{"value":"a caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sbz7viKP4Ujaj6dC","name":"Animate Objects","type":"spell","img":"icons/magic/water/bubbles-air-water-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136046,"definitionId":1997,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Animate Objects","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":213,"sourceType":1}],"tags":["Creation","Damage"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

\n

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

\n
Animated Object Statistics
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
SizeHPACStrDexAttack
Tiny2018418+8 to hit, 1d4 + 4 damage
Small2516614+6 to hit, 1d8 + 2 damage
Medium40131012+5 to hit, 2d6 + 1 damage
Large50101410+6 to hit, 2d10 + 2 damage
Huge8010186+8 to hit, 2d12 + 4 damage
\n

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has @Compendium[dnd5e.rules.Blindsight]{blindsight} with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. 

\n

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

\n

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WE0Tc8uCk92qoMN9","name":"Scrying","type":"spell","img":"icons/commodities/biological/eye-blue-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138669,"definitionId":2239,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"originalName":"Scrying","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":273,"sourceType":1}],"tags":["Detection"],"version":"2.8.16"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Knowledge

\n
Save Modifier
Secondhand (you have heard of the target)+5
Firsthand (you have met the target)0
Familiar (you know the target well)-5
\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConnectionSave Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, or the like-10
\n

 

\n

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

\n

On a failed save, the spell creates an @Compendium[dnd5e.rules.Invisible]{invisible} sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @Compendium[dnd5e.rules.Invisible]{invisible} objects sees the sensor as a luminous orb about the size of your fist.

\n

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water"},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RkxCUThH3zY1ApfE","name":"Limited Magic Immunity","ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"type":"feat","system":{"description":{"value":"

The {creature} can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

","chat":"","unidentified":""},"source":"SRD 5.1","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"monster","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Compendium.dnd5e.monsterfeatures.MBOiQSnMr02wUpEN"}},"img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":0,"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1661787234538,"modifiedTime":1678049867815,"lastModifiedBy":"kQuQznIFtrq4a9n8"}}],"effects":[],"folder":"raleS3LQWaHHkeep","sort":1100000,"flags":{"dnd5e":{},"monsterMunch":{"url":"https://www.dndbeyond.com/monsters/strahd-von-zarovich","img":"https://www.dndbeyond.com/avatars/thumbnails/6567/359/1000/1000/636988936829621698.jpeg","tokenImg":"https://www.dndbeyond.com/avatars/6567/358/636988936828528107.png","spellList":{"class":["comprehend languages","fog cloud","sleep","detect thoughts","gust of wind","mirror image","animate dead","fireball","nondetection","blight","greater invisibility","polymorph","animate objects","scrying"],"pact":[],"atwill":["mage hand","prestidigitation","ray of frost"],"innate":[],"edgeCases":[],"material":true}},"ddbimporter":{"id":17374,"entityTypeId":779871897,"creatureGroup":null,"creatureFlags":[],"version":"2.8.16","flatAC":true},"core":{"sourceId":"Compendium.world.ddb-curse-of-strahd-monsters.yVSE8x4S3R6Ddwp6"},"tidy5e-sheet":{"death":{"success":0,"failure":0},"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""},"traitsExpanded":true},"midi-qol":{"concentration-damage":0}},"system":{"abilities":{"str":{"value":18,"proficient":0,"bonuses":{"check":"","save":""},"mod":4,"dc":17},"dex":{"value":18,"proficient":1,"bonuses":{"check":"","save":""},"mod":4,"prof":5,"saveBonus":0,"save":9,"dc":17},"con":{"value":18,"proficient":0,"bonuses":{"check":"","save":""},"mod":4,"dc":17},"int":{"value":20,"proficient":0,"bonuses":{"check":"","save":""},"mod":5,"dc":18},"wis":{"value":15,"proficient":1,"bonuses":{"check":"","save":""},"mod":2,"prof":5,"saveBonus":0,"save":7,"dc":15},"cha":{"value":18,"proficient":1,"bonuses":{"check":"","save":""},"mod":4,"prof":5,"saveBonus":0,"save":9,"dc":17}},"attributes":{"ac":{"flat":16,"calc":"natural","formula":"","label":"natural armor"},"hp":{"value":144,"max":144,"temp":null,"tempmax":null,"formula":"17d8 + 68","min":0},"init":{"ability":"","bonus":0,"value":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":120,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int","prof":5,"spelldc":18,"spellLevel":9},"details":{"biography":{"value":"

With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, “Into the Mists”, to understand his personality and goals.

\n

Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.

\n

Strahd's Tactics

\n

Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.

\n

When you run an encounter with Strahd, keep the following facts in mind:

\n\n

The Vampire’s Minions

\n

Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd’s Minions table to determine what creatures he brings with him, if any.

\n

Strahd's Minions

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Creatures
1–31d4 + 2 dire wolf;dire wolves
4–61d6 + 3 ghoul;ghouls
7–91d4 + 2 Strahd zombie;Strahd zombies (in the appendix)
10–122d4 swarm of bats;swarms of bats
13–151d4 + 1 vampire spawn;vampire spawns
16–183d6 wolf;wolves
19–20None
\n


Heart of Sorrow

\n

Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.

\n

Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft.

\n

The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd’s jaw, but only for a moment; then the vampire’s jaw quickly resets itself.

\n

The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field.

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The gladiator has advantage on saving throws against being frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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The gladiator makes three melee attacks or two ranged attacks.

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The gladiator has advantage on saving throws against being frightened.

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A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

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The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

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Description

Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path.

Class Features

\n\n

Heightened Senses

\n

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks that rely on hearing or smell.

\n\n

Hybrid Transformation

\n

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or die.

\n

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

\n
\n

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

\n
\n\n

Hybrid Transformation Features

\n

While you are transformed, you gain the following benefits and drawbacks:

\n

Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

\n

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.

\n

Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

\n

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

\n

Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

\n

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

\n\n

Stalker's Prowess

\n

At 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.

\n

Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

\n\n

Advanced Transformation

\n

At 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.

\n

Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.

\n\n

Brand of the Voracious

\n

Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.

\n\n

Hybrid Transformation Mastery

\n

At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}, or die.

\n

You also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

","chat":"","unidentified":""},"source":"","identifier":"order-of-the-lycan","classIdentifier":"blood-hunter","advancement":[],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":121386883,"id":360243,"type":"class","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Order of the Lycan"}}},"effects":[],"_id":"gBQj2PD0K3onEPFH","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358152,"modifiedTime":1674058358152,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Blood Hunter","type":"class","system":{"description":{"value":"

Description

Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent.

\n

Hit Die: d10
Primary Ability: Strength or Dexterity, & Intelligence or Wisdom
Saves: Dexterity & Intelligence

Class Features

\n\n

Hit Points

\n

Hit Dice: 1d10 per blood hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

\n\n

Proficiencies

\n

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}

\n\n

Hunter’s Bane

\n

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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.

\n

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:

\n

Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier
(your choice between Intelligence or Wisdom)

\n\n

Blood Maledict

\n

Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

\n

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

\n

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

\n\n

Blood Curses

\n

As a blood hunter, you have access to a range of blood curses that can tax the resilience of any foe.

\n
Blood Curse of the Anxious
\n

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}) checks made against the cursed creature have advantage.

\n

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

\n
Blood Curse of Binding
\n

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

\n

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

\n
Blood Curse of Bloated Agony
\n

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

\n

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

\n
Blood Curse of Corrosion
\n

Prerequisite: 15th level, Order of the Mutant

\n

As a bonus action, you cause a creature within 30 feet of you to become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

\n

Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.

\n
Blood Curse of the Exorcist
\n

Prerequisite: 15th level, Order of the Ghostslayer

\n

As a bonus action, you choose one creature you can see within 30 feet of you that is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or which is under a possession effect. The target creature is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed.

\n

Amplify. A creature that @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the end of your next turn.

\n
Blood Curse of Exposure
\n

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

\n
Blood Curse of the Eyeless
\n

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} condition.

\n

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

\n
Blood Curse of the Fallen Puppet
\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

\n

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

\n
Blood Curse of the Howl
\n

Prerequisite: 18th level, Order of the Lycan

\n

As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} while @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

\n

You can choose any number of creatures you can see to be unaffected by the howl.

\n

Amplify. The range of this curse increases to 60 feet.

\n
Blood Curse of the Marked
\n

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\n
Blood Curse of the Muddled Mind
\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

\n
Blood Curse of the Soul Eater
\n

Prerequisite: 18th level, Order of the Profane Soul

\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

\n

Amplify. Additionally, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

\n\n

Fighting Style

\n

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.

\n\n

Crimson Rite

\n

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

\n

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

\n

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

\n

Rite of the Flame. The extra damage dealt by your rite is fire damage.

\n

Rite of the Frozen. The extra damage dealt by your rite is cold damage.

\n

Rite of the Storm. The extra damage dealt by your rite is lightning damage.

\n

Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)

\n

Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)

\n

Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

\n\n

Blood Hunter Order

\n

At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n\n

Brand of Castigation

\n

At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1).

\n

Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level).

\n

Once you use this feature, you can’t use it again until you finish a short or long rest.

\n\n

Grim Psychometry

\n

When you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}) check to recall information about the sinister or tragic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history} of an object you are touching or your current location, you have advantage on the check. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.

\n\n

Dark Augmentation

\n

Starting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Hemocraft modifier (minimum of +1).

\n\n

Brand of Tethering

\n

Starting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can’t take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails.

\n\n

Hardened Soul

\n

When you reach 14th level, you have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.

\n\n

Sanguine Mastery

\n

Upon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.

\n

Additionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.

\n\n

Starting Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n\n

If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 × 10 gp to buy your equipment.

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Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.

\n

Racial Traits
Elf, Blessing of the Raven Queen, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Fey Ancestry, Keen Senses, Necrotic Resistance, Trance

\n\n\n\n

Ability Score Increases

\n

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

\n\n

Languages

\n

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

\n\n

Creature Type

\n

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

\n\n

Size

\n

You are Medium.

\n\n

Speed

\n

Your walking speed is 30 feet.

\n\n

Blessing of the Raven Queen

\n

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

\n\n

@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}

\n

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

\n\n

Fey Ancestry

\n

You have advantage on saving throws you make to avoid or end the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} condition on yourself.

\n\n

Keen Senses

\n

You have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.

\n\n

Necrotic Resistance

\n

You have resistance to necrotic damage.

\n\n

Trance

\n

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

\n

Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"entityRaceId":1026401,"version":"3.3.4","baseName":"Shadar-kai","moreDetailsUrl":"/races/1026401-shadar-kai","baseRaceId":1026401,"baseRaceName":"Shadar-kai","fullName":"Shadar-kai","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/25746/879/637880558356915065.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/25746/877/637880558353484883.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Shadar-kai.jpeg","effects":[],"_id":"Pn0oR5hNGYIY8iad","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358433,"modifiedTime":1674058358433,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Creature Type","type":"feat","system":{"description":{"value":"

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":8429567,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":3},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"race"}}},"img":"icons/environment/creatures/gargoyle-grey-blue.webp","effects":[],"_id":"bjQw7z6plcyaGuvm","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358435,"modifiedTime":1674058358435,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in dim light within 60 ft. of you as if it were bright light, and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.\n
\n \n More Details\n \n

\n

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

\n

\n
","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":8429571,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"_id":"KJNimkU2KR0Ma4cc","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358438,"modifiedTime":1674058358438,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Fey Ancestry","type":"feat","system":{"description":{"value":"

You have advantage on saving throws you make to avoid or end the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} condition on yourself.

","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":8429572,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"race"}}},"img":"icons/creatures/mammals/elk-moose-marked-green.webp","effects":[],"_id":"lVHBG14pOxwFGGQS","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358440,"modifiedTime":1674058358440,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Keen Senses","type":"feat","system":{"description":{"value":"

You have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.

","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":8429573,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":9},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","effects":[],"_id":"luYoNGWpQtQUVEKj","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358442,"modifiedTime":1674058358442,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Necrotic Resistance","type":"feat","system":{"description":{"value":"

You have resistance to necrotic damage.

","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":8429575,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":10},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/unholy/orb-glowing-purple.webp","effects":[],"_id":"8H0Ife1BvZE0WJQb","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358444,"modifiedTime":1674058358444,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Trance: Poisoner's Kit","type":"feat","system":{"description":{"value":"You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which you remain conscious.\n\nWhen you finish this trance you gain two proficiencies - each one a weapon or tool of your choosing from the Player’s Handbook. This lasts until you finish your next long rest.\n
\n \n More Details\n \n

\n

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

\n

Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

\n

\n
","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":8429576,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":11,"choice":{"label":"Poisoner's Kit","choiceId":"2-37215313","componentId":8429576,"componentTypeId":1960452172,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"race"}},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/water/orb-ice-web.webp","effects":[],"_id":"vaPuxvsqH1khHNAk","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358448,"modifiedTime":1674058358448,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Trance: Smith's Tools","type":"feat","system":{"description":{"value":"You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which you remain conscious.\n\nWhen you finish this trance you gain two proficiencies - each one a weapon or tool of your choosing from the Player’s Handbook. This lasts until you finish your next long rest.\n
\n \n More Details\n \n

\n

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

\n

Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

\n

\n
","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":8429576,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":11,"choice":{"label":"Smith's Tools","choiceId":"2-37215315","componentId":8429576,"componentTypeId":1960452172,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"race"}},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/water/orb-ice-web.webp","effects":[],"_id":"WwkAgnKhb2mIhvqL","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358451,"modifiedTime":1674058358451,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hunter's Bane: Hemocraft Modifier: Wisdom","type":"feat","system":{"description":{"value":"

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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.

\n

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:

\n

Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier
(your choice between Intelligence or Wisdom)

Hemocraft Modifier: Wisdom

Your Hemocraft modifier is Wisdom.

","chat":"","unidentified":""},"source":"Blood Hunter","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1610579,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Hemocraft Modifier: Wisdom","choiceId":"3-0-264222102","componentId":1610579,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Blood Hunter"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/skills/melee/strike-slashes-red.webp","effects":[],"_id":"Hl6Ai6KTDxHKW3In","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358454,"modifiedTime":1674058358454,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Fighting Style: Two-Weapon Fighting","type":"feat","system":{"description":{"value":"

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

","chat":"","unidentified":""},"source":"Blood Hunter","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1610582,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Two-Weapon Fighting","choiceId":"3-0-264242760","componentId":1610582,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Blood Hunter"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"_id":"XbiGqlZ6m3WPrTeB","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358457,"modifiedTime":1674058358457,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Crimson Rite: Rite of the Flame","type":"feat","system":{"description":{"value":"

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

\n

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

\n

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

\n

Rite of the Flame. The extra damage dealt by your rite is fire damage.

\n

Rite of the Frozen. The extra damage dealt by your rite is cold damage.

\n

Rite of the Storm. The extra damage dealt by your rite is lightning damage.

\n

Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level)

\n

Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level)

\n

Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

Rite of the Flame

The extra damage dealt by your rite is fire damage.

","chat":"","unidentified":""},"source":"Blood Hunter","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1610627,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":7,"levelScale":{"id":179268,"level":1,"description":"1d4 Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},"levelScales":[{"id":179268,"level":1,"description":"1d4 Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},{"id":179269,"level":5,"description":"1d6 Hemocraft die","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},{"id":179270,"level":11,"description":"1d8 Hemocraft die","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":179271,"level":17,"description":"1d10 Hemocraft die","dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"1d10"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}],"choice":{"label":"Rite of the Flame","choiceId":"3-285454-264223500","componentId":1610627,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Blood Hunter"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"_id":"ifhzZ3db7TZgTQEt","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358462,"modifiedTime":1674058358462,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Blood Hunter Order","type":"feat","system":{"description":{"value":"

At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.

","chat":"","unidentified":""},"source":"Blood Hunter","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1610847,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Blood Hunter"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/magic/lightning/strike-arrow-spear-red.webp","effects":[],"_id":"owucOzfAjf3VdRlF","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358464,"modifiedTime":1674058358464,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Blood Curses: Blood Curse of Exposure","type":"feat","system":{"description":{"value":"

As a blood hunter, you have access to a range of blood curses that can tax the resilience of any foe.

\n
Blood Curse of the Anxious
\n

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}) checks made against the cursed creature have advantage.

\n

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

\n
Blood Curse of Binding
\n

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

\n

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

\n
Blood Curse of Bloated Agony
\n

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

\n

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

\n
Blood Curse of Corrosion
\n

Prerequisite: 15th level, Order of the Mutant

\n

As a bonus action, you cause a creature within 30 feet of you to become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

\n

Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.

\n
Blood Curse of the Exorcist
\n

Prerequisite: 15th level, Order of the Ghostslayer

\n

As a bonus action, you choose one creature you can see within 30 feet of you that is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or which is under a possession effect. The target creature is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed.

\n

Amplify. A creature that @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the end of your next turn.

\n
Blood Curse of Exposure
\n

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

\n
Blood Curse of the Eyeless
\n

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} condition.

\n

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

\n
Blood Curse of the Fallen Puppet
\n

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

\n

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

\n
Blood Curse of the Howl
\n

Prerequisite: 18th level, Order of the Lycan

\n

As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} while @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

\n

You can choose any number of creatures you can see to be unaffected by the howl.

\n

Amplify. The range of this curse increases to 60 feet.

\n
Blood Curse of the Marked
\n

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

\n

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

\n
Blood Curse of the Muddled Mind
\n

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

\n

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

\n
Blood Curse of the Soul Eater
\n

Prerequisite: 18th level, Order of the Profane Soul

\n

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

\n

Amplify. Additionally, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

","chat":"","unidentified":""},"source":"Blood Hunter","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1611383,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":21,"levelScale":{"id":781748,"level":1,"description":"Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},"levelScales":[{"id":781748,"level":1,"description":"Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},{"id":781749,"level":5,"description":"Hemocraft die","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},{"id":781750,"level":11,"description":"Hemocraft die","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":781751,"level":17,"description":"Hemocraft die","dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"1d10"},"fixedValue":null}],"limitedUse":[],"choice":{"label":"Blood Curse of Exposure","choiceId":"3-285457-264560309","componentId":1611383,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Blood Hunter"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/magic/control/silhouette-hold-change-green.webp","effects":[],"_id":"Vg0RX6CSZ6yMTHHM","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358489,"modifiedTime":1674058358489,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Heightened Senses: Hemocraft Modifier: Intelligence","type":"feat","system":{"description":{"value":"

When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks that rely on hearing or smell.

Hemocraft Modifier: Intelligence

Your Hemocraft modifier is Intelligence.

","chat":"","unidentified":""},"source":"Blood Hunter : Order of the Lycan","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1669233,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Hemocraft Modifier: Intelligence","choiceId":"3-885001-264224416","componentId":1669233,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Blood Hunter : Order of the Lycan"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/commodities/biological/ear-grey-brown.webp","effects":[],"_id":"DKga04WAuVOMpbFx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358491,"modifiedTime":1674058358491,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hybrid Transformation: Normal Form","type":"feat","system":{"description":{"value":"

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or die.

\n

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

\n
\n

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

\n

Normal Form

\n

Your character is in their normal form. Change this option to \"Hybrid Form\" when the character has transformed.

\n
","chat":"","unidentified":""},"source":"Blood Hunter : Order of the Lycan","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1669300,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}],"choice":{"label":"Normal Form","choiceId":"3-285352-264225708","componentId":1669300,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Blood Hunter : Order of the Lycan"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/commodities/claws/claw-bear-brown.webp","effects":[],"_id":"O7Ks75sdiXD8CXTm","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358495,"modifiedTime":1674058358495,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hybrid Transformation Features: Normal Form","type":"feat","system":{"description":{"value":"

You are in your normal form with no additional features.

","chat":"","unidentified":""},"source":"Blood Hunter : Order of the Lycan","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":1669324,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}],"choice":{"label":"Normal Form","choiceId":null,"componentId":1669324,"componentTypeId":12168134,"parentChoiceId":null,"subType":"class-option","wasOption":true,"entityTypeId":258900837,"type":"class"},"class":"Blood Hunter : Order of the Lycan"},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/skills/wounds/bone-broken-tooth-fang-red.webp","effects":[],"_id":"u9LoQjYMtHWHBAod","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358497,"modifiedTime":1674058358497,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Urban Bounty Hunter","type":"background","system":{"description":{"value":"

Background: Urban Bounty Hunter

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{survival} instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar — any place that’s large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives — but on the other hand, you can take down much more formidable targets with the help of your companions.

Skill Proficiencies: Choose two from among @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}
Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves’ tools
Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp

FEATURE: EAR TO THE GROUND

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Suggested Characteristics

Use the tables for the criminal background below as the basis for your bounty hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.

For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.

Criminal
d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can’t do it.
8 I blow up at the slightest insult.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Urban Bounty Hunter: Criminal]{Open RollTable Background: Urban Bounty Hunter: Criminal}
d6 Ideal
1 Honor. I don’t steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 Redemption. There’s a spark of good in everyone. (Good)
@Compendium[world.ddb-curse-of-strahd-tables.Background: Urban Bounty Hunter: Ideal]{Open RollTable Background: Urban Bounty Hunter: Ideal}
d6 Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of I mistake I made. That will never happen again.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Urban Bounty Hunter: Bond]{Open RollTable Background: Urban Bounty Hunter: Bond}
d6 Flaw
1 When I see something valuable, I can’t think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I have a “tell” that reveals when I’m lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I’m okay with that.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Urban Bounty Hunter: Flaw]{Open RollTable Background: Urban Bounty Hunter: Flaw}

Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Choices

","chat":"","unidentified":""},"source":"","advancement":[]},"flags":{"ddbimporter":{"id":1,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"jUZiqOWfxVjhpM3m"},"obsidian":{"source":{"type":"background"}}},"img":"icons/skills/trades/academics-book-study-purple.webp","effects":[],"_id":"YBUabp9pZTGSHgrC","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358527,"modifiedTime":1674058358527,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hybrid Form - Predatory Strike (STR)","type":"feat","system":{"description":{"value":"You can apply your Crimson Rites to your unarmed strikes, which is treated as one weapon. You can choose to use either DEX or STR for the attack/damage rolls, which deals your choice of bludgeoning or slashing damage.\n\nWhen you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.\n
\n \n More Details\n \n

\n

You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

\n

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod",null]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"4635497","entityTypeId":"222216831","action":true,"componentId":1669324,"componentTypeId":12168134,"originalName":"Hybrid Form - Predatory Strike (STR)","type":"class","dndbeyond":{"type":"Martial Arts","levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}]},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"effects":[],"_id":"UYr1PxuvmCMpfXni","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358544,"modifiedTime":1674058358544,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hybrid Form - Predatory Strike (DEX)","type":"feat","system":{"description":{"value":"You can apply your Crimson Rites to your unarmed strikes, which is treated as one weapon. You can choose to use either DEX or STR for the attack/damage rolls, which deals your choice of bludgeoning or slashing damage.\n\nWhen you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.\n
\n \n More Details\n \n

\n

You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

\n

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod",null]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"4635518","entityTypeId":"222216831","action":true,"componentId":1669324,"componentTypeId":12168134,"originalName":"Hybrid Form - Predatory Strike (DEX)","type":"class","dndbeyond":{"type":"Martial Arts","levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}]},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"effects":[],"_id":"y7W288q2IuIEpSbS","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358547,"modifiedTime":1674058358547,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hybrid Form - Predatory Strike (DEX)","type":"feat","system":{"description":{"value":"When you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.\n
\n \n More Details\n \n

\n

You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

\n

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod",null]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"4635531","entityTypeId":"222216831","action":true,"componentId":1669324,"componentTypeId":12168134,"originalName":"Hybrid Form - Predatory Strike (DEX)","type":"class","dndbeyond":{"type":"Martial Arts","levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}]},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"effects":[],"_id":"3G81e853O3Gc7D7K","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358549,"modifiedTime":1674058358549,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hybrid Form - Predatory Strike (STR)","type":"feat","system":{"description":{"value":"When you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.\n
\n \n More Details\n \n

\n

You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level.

\n

Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod",null]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"4782699","entityTypeId":"222216831","action":true,"componentId":1669324,"componentTypeId":12168134,"originalName":"Hybrid Form - Predatory Strike (STR)","type":"class","dndbeyond":{"type":"Martial Arts","levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}]},"class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"effects":[],"_id":"Loy9GKunIon8rXzL","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358552,"modifiedTime":1674058358552,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Unarmed Strike","type":"weapon","system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"mgc":false},"proficient":true},"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"originalName":"Unarmed Strike","type":"other","dndbeyond":{"type":"Martial Arts"},"importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"_id":"nN9puufMOMopSfQc","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358555,"modifiedTime":1674058358555,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Blood Maledict","type":"feat","system":{"description":{"value":"You can invoke a blood curse 1 time(s) per short rest. Before it affects the target, you can choose to amplify the curse. An amplified curse gains an additional effect noted in the curse's description. Amplifying a curse causes you to take [[/roll @scale.blood-hunter.blood-maledict]] points of necrotic damage that cannot be reduced in any way.\n\nCreatures that don't have blood in their bodies are immune to blood curses, unless the curse has been amplified.\n
\n \n More Details\n \n

\n

Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

\n

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

\n

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.secondary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@scale.blood-hunter.blood-maledict",null]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1240788","entityTypeId":"222216831","componentId":1610580,"componentTypeId":12168134,"type":"class","class":"Blood Hunter","subclass":"Order of the Lycan","dndbeyond":{"levelScale":{"id":179357,"level":1,"description":"1d4 Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},"levelScales":[{"id":179357,"level":1,"description":"1d4 Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},{"id":179358,"level":5,"description":"1d6 Hemocraft die","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},{"id":179359,"level":11,"description":"1d8 Hemocraft die","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":179360,"level":17,"description":"1d10 Hemocraft die","dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"1d10"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}]},"importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"_id":"eoqGrSW0zmBd9p3J","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358559,"modifiedTime":1674058358559,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Crimson Rite","type":"feat","system":{"description":{"value":"As a bonus action, imbue a weapon to strike for [[/roll @scale.blood-hunter.crimson-rite]] extra damage of your chosen type. On activating the rite, you take @scale.blood-hunter.crimson-rite damage. Rite damage is magical and lasts while you hold the weapon or until you complete a short/long rest.\n
\n \n More Details\n \n

\n

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way.

\n

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

\n

You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@scale.blood-hunter.crimson-rite",null]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1240380","entityTypeId":"222216831","componentId":1610627,"componentTypeId":12168134,"type":"class","class":"Blood Hunter","subclass":"Order of the Lycan","dndbeyond":{"levelScale":{"id":179268,"level":1,"description":"1d4 Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},"levelScales":[{"id":179268,"level":1,"description":"1d4 Hemocraft die","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},{"id":179269,"level":5,"description":"1d6 Hemocraft die","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},{"id":179270,"level":11,"description":"1d8 Hemocraft die","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":179271,"level":17,"description":"1d10 Hemocraft die","dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"1d10"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}]},"importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"_id":"viSex04kCmIzyY9u","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358563,"modifiedTime":1674058358563,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Hybrid Transformation","type":"feat","system":{"description":{"value":"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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}, drop to 0 hit points, or die.\n
\n \n More Details\n \n

\n

Also at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or die.

\n

This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.

\n
\n

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

\n
\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.tertiary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1287614","entityTypeId":"222216831","componentId":1669300,"componentTypeId":12168134,"type":"class","class":"Blood Hunter","subclass":"Order of the Lycan","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/commodities/claws/claw-bear-brown.webp","effects":[],"_id":"jJZSEbQwy2D1oF8B","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358568,"modifiedTime":1674058358568,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Blood Curse of Exposure","type":"feat","system":{"description":{"value":"When a creature you see within 30 ft. of you takes damage from an attack or spell, you can use a reaction to remove any damage resistances dealt by the triggering attack/spell (including the triggering effect). This lasts until the end of the target's next turn.\n\nAmplify. The target loses any damage immunities dealt by the triggering attack or spell instead but has resistances to those damage types until the end of its next turn.\n
\n \n More Details\n \n

\n

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

\n

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

\n
\n

Activating a Blood Curse requires a use of your Blood Maledict feature.

\n
\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@scale.blood-hunter.blood-curses",null]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1280083","entityTypeId":"222216831","componentId":714408,"componentTypeId":258900837,"type":"class","class":"Blood Hunter","subclass":"Order of the Lycan","importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Blood Hunter"}}},"img":"icons/magic/control/silhouette-hold-change-green.webp","effects":[],"_id":"XzSpl8kLYjavPTsd","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358575,"modifiedTime":1674058358575,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Blessing of the Raven Queen","type":"feat","system":{"description":{"value":"As a bonus action, you can teleport up to 30 ft. to an unoccupied space you can see [[ @prof]] times per long rest.\n
\n \n More Details\n \n

\n

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":2,"max":"2","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"5119125","entityTypeId":"222216831","componentId":8429570,"componentTypeId":1960452172,"type":"race","importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}}},"img":"icons/creatures/birds/corvid-flying-wings-purple.webp","effects":[],"_id":"abBKbaj0fQSscI4r","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358578,"modifiedTime":1674058358578,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Blessing of the Raven Queen (Resistance)","type":"feat","system":{"description":{"value":"When you teleport using Blessing of the Raven Queen, you gain resistance to all damage until the start of your next turn.\n
\n \n More Details\n \n

\n

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

\n

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"5119126","entityTypeId":"222216831","componentId":8429570,"componentTypeId":1960452172,"type":"race","importId":"jUZiqOWfxVjhpM3m"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}}},"img":"icons/creatures/birds/corvid-flying-wings-purple.webp","effects":[],"_id":"M7uCffE1g11237oI","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674058358580,"modifiedTime":1674058358580,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Scale Mail","type":"equipment","system":{"description":{"value":"

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

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Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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The deva makes two melee attacks.

","chat":"","unidentified":""},"source":"Basic Rules pg 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RVAkR53M5LuKdgqO","name":"Healing Touch (3/Day)","type":"feat","img":"icons/magic/light/hand-sparks-smoke-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Healing Touch (3/Day).","fullName":"Healing Touch (3/Day)."}},"system":{"description":{"value":"

The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

","chat":"","unidentified":""},"source":"Basic Rules pg 261","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":3,"max":"3","per":"day","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8[healing] + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"7qAfr2sh1mFyAUFa","name":"Change Shape","type":"feat","img":"icons/creatures/magical/humanoid-giant-forest-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Change Shape.","fullName":"Change Shape."}},"system":{"description":{"value":"

The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

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The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

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The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: commune, raise dead

","chat":"","unidentified":""},"source":"Basic Rules pg 261","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"reVFIvY64wRRZY9M","name":"Magic Resistance","type":"feat","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Magic Resistance.","fullName":"Magic Resistance."}},"system":{"description":{"value":"

The deva has advantage on saving throws against spells and other magical effects.

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For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

\n

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

\n

Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.

\n

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.

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You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

\n

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

\n

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its @Compendium[dnd5e.rules.Using Each Ability]{survival}--its head, for instance--the spell automatically fails.

\n

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

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Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.

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Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

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The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:

1–3: Amphibious. The mongrelfolk can breathe air and water.

4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.

10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.

11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.

16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

18–19: Standing Leap. The mongrelfolk’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

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The {creature}'s long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

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I am the smartest, wisest, strongest, fastest, and most beautiful person I know

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Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog’s legs, and a scaly lizard’s tail. Each mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait.

\n

Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them.

\n

Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.

\n

Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.

\n

Horrific Offspring. It’s possible to restore a mongrelfolk to its original form using a greater restoration spell, but the same can’t be said for a mongrelfolk’s offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.

\n

Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)

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Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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The blight makes one Branch attack and one Grasping Root attack.

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Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

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Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the blight but ends the grapple.

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If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.

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The blight deals double damage to objects and structures.

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Melee Weapon Attack: +9 to hit, reach 5 ft., one creature grappled by the blight. Hit: 19 (3d8 + 6) piercing damage.

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Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily.

\n

Vicious Carnivore. A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm.

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Blight Animosity. A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual.

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Dice"},"secondary":{"value":null,"max":1,"sr":true,"lr":true,"label":"Second Wind"},"tertiary":{"value":null,"max":1,"sr":true,"lr":true,"label":"Action 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Master","type":"subclass","system":{"description":{"value":"

Description

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 @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{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.

Class Features

\n\n

Combat Superiority

\n

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

\n

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

You gain another superiority die at 7th level and one more at 15th level.

\n

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n\n

Student of War

\n

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

\n\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n\n

Know Your Enemy

\n

Starting at 7th 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:

\n\n\n

Improved Combat Superiority

\n

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

\n\n

Relentless

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

","chat":"","unidentified":""},"source":"","identifier":"battle-master","classIdentifier":"fighter","advancement":[{"_id":"hyFtVgq4QZHNzRGk","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"combat-superiority","type":"dice","scale":{"1":{"number":4,"faces":8},"7":{"number":5,"faces":8},"10":{"number":5,"faces":10},"15":{"number":6,"faces":10},"18":{"number":6,"faces":12}}},"value":{},"title":"Combat Superiority (Total)"},{"_id":"Is0bknx7AKF1PLUc","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"combat-superiority-uses","type":"number","scale":{"1":{"value":4},"7":{"value":5},"10":{"value":5},"15":{"value":6},"18":{"value":6}}},"value":{},"title":"Combat Superiority (Uses)"},{"_id":"eXMWNb2YdDe5CFv8","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"combat-superiority-die","type":"dice","scale":{"1":{"number":1,"faces":8},"7":{"number":1,"faces":8},"10":{"number":1,"faces":10},"15":{"number":1,"faces":10},"18":{"number":1,"faces":12}}},"value":{},"title":"Combat Superiority (Die)"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125093101,"id":36,"type":"class","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Battle Master"}}},"img":"icons/environment/people/infantry-armored.webp","effects":[],"_id":"Wjo4Yc46pRAVVjLd","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106577,"modifiedTime":1682256106577,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Fighter","type":"class","system":{"description":{"value":"

Description

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

Class Features

\n\n

Hit Points

\n

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}

\n\n

Fighting Style

\n

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Starting Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n","chat":"","unidentified":""},"source":"Basic Rules pg 70, Player's Handbook pg 73","identifier":"fighter","levels":3,"hitDice":"d10","hitDiceUsed":1,"advancement":[{"_id":"uPOe24uBxuU1q9Vb","type":"HitPoints","configuration":{},"value":{"1":"max","2":"avg","3":"avg"},"title":""},{"_id":"h8B0nk44HGr3sLN7","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"action-surge","type":"number","scale":{"2":{"value":1},"17":{"value":2}}},"value":{},"title":"Action Surge"},{"_id":"4UkgZXlggwegv24G","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"indomitable","type":"number","scale":{"9":{"value":1},"13":{"value":2},"17":{"value":3}}},"value":{},"title":"Indomitable"}],"saves":["str","con"],"skills":{"number":2,"choices":["ath","acr","his","ani","ins","prc","sur","itm"],"value":["sur","acr"]},"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"id":125093101,"definitionId":10,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/hand-grip-sword-red.webp","effects":[],"_id":"CXYPmIUc48nywMjG","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106675,"modifiedTime":1682272760670,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Variant Human","type":"feat","system":{"description":{"value":"

Humans are the most adaptable and ambitious people among the common races. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

\n

Racial Traits
+1 to All Ability Scores, Extra Language

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

\n\n

Languages

\n

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

\n\n

Age

\n

Humans reach adulthood in their late teens and live less than a century.

\n\n

Size

\n

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

\n\n

Speed

\n

Your base walking speed is 30 feet.

\n\n

Skills

\n

You gain proficiency in one skill of your choice.

\n\n

Ability Score Increase

\n

Two different ability scores of your choice increase by 1.

\n\n

Feat

\n

You gain one feat of your choice.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"Human","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"entityRaceId":9,"version":"3.3.15","baseName":"Human","moreDetailsUrl":"/races/1-human#VariantHuman","baseRaceId":1,"baseRaceName":"Human","fullName":"Variant Human","subRaceShortName":"Variant","isHomebrew":false,"isLegacy":false,"isSubRace":true,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/387/636327460929201730.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Variant-Human.jpeg","effects":[],"_id":"mRbL0QtDGGPfwfrb","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106801,"modifiedTime":1682256106801,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Skills: Perception","type":"feat","system":{"description":{"value":"

You gain proficiency in one skill of your choice.

","chat":"","unidentified":""},"source":"Basic Rules pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":65,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":200,"choice":{"label":"Perception","choiceId":"2-1473","componentId":65,"componentTypeId":1960452172,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"race"}},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"race"}}},"img":"icons/tools/hand/brush-paint-brown-white.webp","effects":[],"_id":"yMMKFTKufiZc0mT2","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106807,"modifiedTime":1682256106807,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Feat","type":"feat","system":{"description":{"value":"

You gain one feat of your choice.

","chat":"","unidentified":""},"source":"Basic Rules pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":103,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":300},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"_id":"X28yGNN2Kye3yFrh","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106809,"modifiedTime":1682256106809,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Martial Archetype","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"Fighter","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":194,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter"},"class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"ly9kl98k2pdd1OyJ","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106813,"modifiedTime":1682256106813,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Combat Superiority","type":"feat","system":{"description":{"value":"

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

\n

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

You gain another superiority die at 7th level and one more at 15th level.

\n

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

","chat":"","unidentified":""},"source":"Fighter : Battle Master","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@scale.battle-master.combat-superiority"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":209,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},"levelScales":[{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},{"id":12,"level":7,"description":"d8","dice":{"diceCount":5,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"5d8"},"fixedValue":null},{"id":13,"level":10,"description":"d10","dice":{"diceCount":5,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"5d10"},"fixedValue":null},{"id":14,"level":15,"description":"d10","dice":{"diceCount":6,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"6d10"},"fixedValue":null},{"id":15,"level":18,"description":"d12","dice":{"diceCount":6,"diceValue":12,"diceMultiplier":null,"fixedValue":null,"diceString":"6d12"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}],"class":"Fighter : Battle Master"},"class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/magic/fire/dagger-rune-enchant-flame-strong-blue-yellow.webp","effects":[],"_id":"8wrikjv7IPnQDN3x","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106820,"modifiedTime":1682256106820,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Student of War: Smith's Tools","type":"feat","system":{"description":{"value":"

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

","chat":"","unidentified":""},"source":"Fighter : Battle Master","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":210,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Smith's Tools","choiceId":"2-1424","componentId":210,"componentTypeId":12168134,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"class"},"class":"Fighter : Battle Master"},"class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/sundries/books/symbol-axe-gold-grey.webp","effects":[],"_id":"ehUXfKiw3qblzuh3","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106823,"modifiedTime":1682256106823,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Shield Master","type":"feat","system":{"description":{"value":"If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft. of you with your shield. If you aren't @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can add your shield's AC bonus to any DEX saving throw you make against effects that target only you, and if an effect allows half damage on success, you can use your reaction to take no damage.\n
\n \n More Details\n \n

\n

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

\n\n

\n
","chat":"","unidentified":""},"source":"Player's Handbook pg 170","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"feat","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":43,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"feat"}}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","effects":[],"_id":"GqcJSdVh2ABwY9ia","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106829,"modifiedTime":1682256106829,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Soldier","type":"background","system":{"description":{"value":"

Background: Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{survival} techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

Skill Proficiencies: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp
Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

d8 Specialty
1 Officer
2 Scout
3 Infantry
4 Cavalry
5 Healer
6 Quartermaster
7 Standard bearer
8 Support staff (cook, blacksmith, or the like)
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Specialty]{Open RollTable Background: Soldier: Specialty}

FEATURE: MILITARY RANK

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8 Personality Trait
1 I’m always polite and respectful.
2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Personality Trait]{Open RollTable Background: Soldier: Personality Trait}
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Ideal]{Open RollTable Background: Soldier: Ideal}
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Bond]{Open RollTable Background: Soldier: Bond}
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I’d rather eat my armor than admit when I’m wrong.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Flaw]{Open RollTable Background: Soldier: Flaw}

Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Choices

","chat":"","unidentified":""},"source":"","advancement":[]},"flags":{"ddbimporter":{"id":12,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"background"}},"tidy5e-sheet":{"favorite":false}},"img":"icons/skills/trades/academics-book-study-purple.webp","effects":[],"_id":"LQvARiQe9RlWdCpd","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106895,"modifiedTime":1682256681733,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Unarmed Strike","type":"weapon","system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"mgc":false},"proficient":true},"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"originalName":"Unarmed Strike","type":"other","dndbeyond":{"type":"Martial Arts"},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"_id":"SlGN8hMjZn7vlJeD","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106912,"modifiedTime":1682263504754,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Second Wind","type":"feat","system":{"description":{"value":"Once per short rest, you can use a bonus action to regain 1d10 + [[ + @classes.fighter.levels]] HP.\n
\n \n More Details\n \n

\n

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.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":5,"long":null,"units":"self"},"uses":{"value":0,"max":"1","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.secondary.value","amount":1},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[healing] + @classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1091","entityTypeId":"222216831","componentId":192,"componentTypeId":12168134,"type":"class","class":"Fighter","subclass":"Battle Master","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":100000}},"img":"icons/magic/life/heart-glowing-red.webp","effects":[],"_id":"mwoCmr8Pqv9qLn9a","folder":null,"sort":100000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106918,"modifiedTime":1682272321926,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Action Surge","type":"feat","system":{"description":{"value":"You can take one additional action on your turn. This can be used [[/roll @scale.fighter.action-surge]] times per short rest.\n
\n \n More Details\n \n

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"1","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.tertiary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1021","entityTypeId":"222216831","componentId":193,"componentTypeId":12168134,"type":"class","class":"Fighter","subclass":"Battle Master","dndbeyond":{"levelScale":{"id":62784,"level":2,"description":"one use per short rest","dice":null,"fixedValue":1},"levelScales":[{"id":62784,"level":2,"description":"one use per short rest","dice":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"fixedValue":1},{"id":62785,"level":17,"description":"two uses per short rest","dice":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"fixedValue":2}],"limitedUse":[{"level":null,"uses":1}]},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":200000}},"img":"icons/skills/social/intimidation-impressing.webp","effects":[],"_id":"EzS2EE1vV6ywxtYw","folder":null,"sort":200000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106922,"modifiedTime":1682271625012,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Superiority Dice","type":"feat","system":{"description":{"value":"

You learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have [[/roll @scale.battle-master.combat-superiority]] superiority dice per short rest.

More Details

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. 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.

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.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":4,"max":"4","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@scale.battle-master.combat-superiority-die",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1023","entityTypeId":"222216831","componentId":209,"componentTypeId":12168134,"type":"class","class":"Fighter","subclass":"Battle Master","dndbeyond":{"levelScale":{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},"levelScales":[{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},{"id":12,"level":7,"description":"d8","dice":{"diceCount":5,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"5d8"},"fixedValue":null},{"id":13,"level":10,"description":"d10","dice":{"diceCount":5,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"5d10"},"fixedValue":null},{"id":14,"level":15,"description":"d10","dice":{"diceCount":6,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"6d10"},"fixedValue":null},{"id":15,"level":18,"description":"d12","dice":{"diceCount":6,"diceValue":12,"diceMultiplier":null,"fixedValue":null,"diceString":"6d12"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}]},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":300000},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"consumeUses":{"value":true,"altValue":true},"consumeResource":{"value":true,"altValue":true}}},"img":"icons/magic/fire/dagger-rune-enchant-flame-strong-blue-yellow.webp","effects":[],"_id":"lGKfkRGnvZskgnci","folder":null,"sort":300000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106935,"modifiedTime":1682272523374,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Maneuvers: Pushing Attack","type":"feat","system":{"description":{"value":"When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC [[ max(8 + @abilities.str.mod + @prof, 8 + @abilities.dex.mod + @prof)]]). On failure, you push the target up to 15 ft. away from you.\n
\n \n More Details\n \n

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"charges","target":"lGKfkRGnvZskgnci","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"53566","entityTypeId":"222216831","componentId":18,"componentTypeId":258900837,"type":"class","class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":500000}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"meRlOHANx2VYuJyi","folder":null,"sort":500000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106939,"modifiedTime":1682269138185,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Fighting Style: Protection","type":"feat","system":{"description":{"value":"While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.\n
\n \n More Details\n \n

\n

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

\n

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","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"56805","entityTypeId":"222216831","componentId":5,"componentTypeId":258900837,"type":"class","class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":900000}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","effects":[],"_id":"rzYnvjTRuoBij0Ig","folder":null,"sort":950000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106946,"modifiedTime":1682269129051,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Maneuvers: Rally","type":"feat","system":{"description":{"value":"On your turn, you can use a bonus action and expend one superiority die to grant a friendly creature who can see or hear you temp HP equal to the superiority die roll + [[ + @abilities.cha.mod]].\n
\n \n More Details\n \n

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

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\n \n More Details\n \n

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

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\n \n More Details\n \n

\n

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"53631","entityTypeId":"222216831","componentId":43,"componentTypeId":1088085227,"type":"feat","importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"feat"}},"tidy5e-sheet":{"favorite":true,"sort":700000}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","effects":[],"_id":"Mr6UQgsi5TVroQJx","folder":null,"sort":1000000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106959,"modifiedTime":1682269124984,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Shield Master Evasion","type":"feat","system":{"description":{"value":"If an effect allows half damage on success, you can use your reaction to take no damage.\n
\n \n More Details\n \n

\n

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

\n

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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.

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You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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175","trait":"","ideal":"","bond":"","flaw":""},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common","dwarvish"],"custom":""},"weaponProf":{"value":["sim","mar"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":["smith","dice","land"],"custom":""}},"currency":{"pp":0,"gp":8,"ep":0,"sp":15,"cp":49},"skills":{"acr":{"value":1,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":1,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}}},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":4,"max":4,"sr":true,"lr":true,"label":"Superiority Dice"},"secondary":{"value":1,"max":1,"sr":true,"lr":true,"label":"Second Wind"},"tertiary":{"value":1,"max":1,"sr":true,"lr":true,"label":"Action Surge"}}},"prototypeToken":{"name":"Brigitte","displayName":0,"actorLink":true,"texture":{"src":"ddb-images/characters/93336830-Brigitte.jpeg","scaleX":0.8,"scaleY":0.8,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":true,"range":0,"angle":360,"visionMode":"basic","color":null,"attenuation":0,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{"monks-tokenbar":{"include":"default"},"splatter":{"bloodColor":""},"monks-combat-marker":{"token-highlight-scale":1.5,"token-combat-animation":"","token-highlight":""},"monks-bloodsplats":{"bloodsplat-colour":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false},"items":[{"name":"Battle Master","type":"subclass","system":{"description":{"value":"

Description

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 @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{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.

Class Features

\n\n

Combat Superiority

\n

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

\n

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

You gain another superiority die at 7th level and one more at 15th level.

\n

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n\n

Student of War

\n

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

\n\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n\n

Know Your Enemy

\n

Starting at 7th 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:

\n\n\n

Improved Combat Superiority

\n

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

\n\n

Relentless

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

","chat":"","unidentified":""},"source":"","identifier":"battle-master","classIdentifier":"fighter","advancement":[{"_id":"hyFtVgq4QZHNzRGk","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"combat-superiority","type":"dice","scale":{"1":{"number":4,"faces":8},"7":{"number":5,"faces":8},"10":{"number":5,"faces":10},"15":{"number":6,"faces":10},"18":{"number":6,"faces":12}}},"value":{},"title":"Combat Superiority (Total)"},{"_id":"Is0bknx7AKF1PLUc","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"combat-superiority-uses","type":"number","scale":{"1":{"value":4},"7":{"value":5},"10":{"value":5},"15":{"value":6},"18":{"value":6}}},"value":{},"title":"Combat Superiority (Uses)"},{"_id":"eXMWNb2YdDe5CFv8","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"combat-superiority-die","type":"dice","scale":{"1":{"number":1,"faces":8},"7":{"number":1,"faces":8},"10":{"number":1,"faces":10},"15":{"number":1,"faces":10},"18":{"number":1,"faces":12}}},"value":{},"title":"Combat Superiority (Die)"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125093101,"id":36,"type":"class","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Battle Master"}}},"img":"icons/environment/people/infantry-armored.webp","effects":[],"_id":"Wjo4Yc46pRAVVjLd","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106577,"modifiedTime":1682256106577,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Fighter","type":"class","system":{"description":{"value":"

Description

A master of martial combat, skilled with a variety of weapons and armor

\n

Hit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution

Class Features

\n\n

Hit Points

\n

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}

\n\n

Fighting Style

\n

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n\n

Second Wind

\n

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.

\n\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n\n

Martial Archetype

\n

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.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

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.

\n\n

Indomitable

\n

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.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n\n

Starting Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n","chat":"","unidentified":""},"source":"Basic Rules pg 70, Player's Handbook pg 73","identifier":"fighter","levels":3,"hitDice":"d10","hitDiceUsed":1,"advancement":[{"_id":"uPOe24uBxuU1q9Vb","type":"HitPoints","configuration":{},"value":{"1":"max","2":"avg","3":"avg"},"title":""},{"_id":"h8B0nk44HGr3sLN7","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"action-surge","type":"number","scale":{"2":{"value":1},"17":{"value":2}}},"value":{},"title":"Action Surge"},{"_id":"4UkgZXlggwegv24G","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"indomitable","type":"number","scale":{"9":{"value":1},"13":{"value":2},"17":{"value":3}}},"value":{},"title":"Indomitable"}],"saves":["str","con"],"skills":{"number":2,"choices":["ath","acr","his","ani","ins","prc","sur","itm"],"value":["sur","acr"]},"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"id":125093101,"definitionId":10,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/hand-grip-sword-red.webp","effects":[],"_id":"CXYPmIUc48nywMjG","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106675,"modifiedTime":1682272760670,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Variant Human","type":"feat","system":{"description":{"value":"

Humans are the most adaptable and ambitious people among the common races. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

\n

Racial Traits
+1 to All Ability Scores, Extra Language

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.

\n\n

Languages

\n

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

\n\n

Age

\n

Humans reach adulthood in their late teens and live less than a century.

\n\n

Size

\n

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

\n\n

Speed

\n

Your base walking speed is 30 feet.

\n\n

Skills

\n

You gain proficiency in one skill of your choice.

\n\n

Ability Score Increase

\n

Two different ability scores of your choice increase by 1.

\n\n

Feat

\n

You gain one feat of your choice.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"Human","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"entityRaceId":9,"version":"3.3.15","baseName":"Human","moreDetailsUrl":"/races/1-human#VariantHuman","baseRaceId":1,"baseRaceName":"Human","fullName":"Variant Human","subRaceShortName":"Variant","isHomebrew":false,"isLegacy":false,"isSubRace":true,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/387/636327460929201730.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Variant-Human.jpeg","effects":[],"_id":"mRbL0QtDGGPfwfrb","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106801,"modifiedTime":1682256106801,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Skills: Perception","type":"feat","system":{"description":{"value":"

You gain proficiency in one skill of your choice.

","chat":"","unidentified":""},"source":"Basic Rules pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":65,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":200,"choice":{"label":"Perception","choiceId":"2-1473","componentId":65,"componentTypeId":1960452172,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"race"}},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"race"}}},"img":"icons/tools/hand/brush-paint-brown-white.webp","effects":[],"_id":"yMMKFTKufiZc0mT2","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106807,"modifiedTime":1682256106807,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Feat","type":"feat","system":{"description":{"value":"

You gain one feat of your choice.

","chat":"","unidentified":""},"source":"Basic Rules pg 31","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":103,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":300},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"_id":"X28yGNN2Kye3yFrh","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106809,"modifiedTime":1682256106809,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Martial Archetype","type":"feat","system":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"Fighter","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":194,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter"},"class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"ly9kl98k2pdd1OyJ","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106813,"modifiedTime":1682256106813,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Combat Superiority","type":"feat","system":{"description":{"value":"

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

\n

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

You gain another superiority die at 7th level and one more at 15th level.

\n

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

","chat":"","unidentified":""},"source":"Fighter : Battle Master","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@scale.battle-master.combat-superiority"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":209,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},"levelScales":[{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},{"id":12,"level":7,"description":"d8","dice":{"diceCount":5,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"5d8"},"fixedValue":null},{"id":13,"level":10,"description":"d10","dice":{"diceCount":5,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"5d10"},"fixedValue":null},{"id":14,"level":15,"description":"d10","dice":{"diceCount":6,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"6d10"},"fixedValue":null},{"id":15,"level":18,"description":"d12","dice":{"diceCount":6,"diceValue":12,"diceMultiplier":null,"fixedValue":null,"diceString":"6d12"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}],"class":"Fighter : Battle Master"},"class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/magic/fire/dagger-rune-enchant-flame-strong-blue-yellow.webp","effects":[],"_id":"8wrikjv7IPnQDN3x","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106820,"modifiedTime":1682256106820,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Student of War: Smith's Tools","type":"feat","system":{"description":{"value":"

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

","chat":"","unidentified":""},"source":"Fighter : Battle Master","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":210,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Smith's Tools","choiceId":"2-1424","componentId":210,"componentTypeId":12168134,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"class"},"class":"Fighter : Battle Master"},"class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/sundries/books/symbol-axe-gold-grey.webp","effects":[],"_id":"ehUXfKiw3qblzuh3","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106823,"modifiedTime":1682256106823,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Shield Master","type":"feat","system":{"description":{"value":"If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft. of you with your shield. If you aren't @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can add your shield's AC bonus to any DEX saving throw you make against effects that target only you, and if an effect allows half damage on success, you can use your reaction to take no damage.\n
\n \n More Details\n \n

\n

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

\n\n

\n
","chat":"","unidentified":""},"source":"Player's Handbook pg 170","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"feat","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":43,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"feat"}}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","effects":[],"_id":"GqcJSdVh2ABwY9ia","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106829,"modifiedTime":1682256106829,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Soldier","type":"background","system":{"description":{"value":"

Background: Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{survival} techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

Skill Proficiencies: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp
Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

d8 Specialty
1 Officer
2 Scout
3 Infantry
4 Cavalry
5 Healer
6 Quartermaster
7 Standard bearer
8 Support staff (cook, blacksmith, or the like)
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Specialty]{Open RollTable Background: Soldier: Specialty}

FEATURE: MILITARY RANK

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8 Personality Trait
1 I’m always polite and respectful.
2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Personality Trait]{Open RollTable Background: Soldier: Personality Trait}
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Ideal]{Open RollTable Background: Soldier: Ideal}
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Bond]{Open RollTable Background: Soldier: Bond}
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I’d rather eat my armor than admit when I’m wrong.
@Compendium[world.ddb-curse-of-strahd-tables.Background: Soldier: Flaw]{Open RollTable Background: Soldier: Flaw}

Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Choices

","chat":"","unidentified":""},"source":"","advancement":[]},"flags":{"ddbimporter":{"id":12,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"gbpemavowSBpPzYB"},"obsidian":{"source":{"type":"background"}},"tidy5e-sheet":{"favorite":false}},"img":"icons/skills/trades/academics-book-study-purple.webp","effects":[],"_id":"LQvARiQe9RlWdCpd","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106895,"modifiedTime":1682256681733,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Unarmed Strike","type":"weapon","system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"mgc":false},"proficient":true},"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"originalName":"Unarmed Strike","type":"other","dndbeyond":{"type":"Martial Arts"},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"_id":"SlGN8hMjZn7vlJeD","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106912,"modifiedTime":1682263504754,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Second Wind","type":"feat","system":{"description":{"value":"Once per short rest, you can use a bonus action to regain 1d10 + [[ + @classes.fighter.levels]] HP.\n
\n \n More Details\n \n

\n

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.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":5,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.secondary.value","amount":1},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[healing] + @classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1091","entityTypeId":"222216831","componentId":192,"componentTypeId":12168134,"type":"class","class":"Fighter","subclass":"Battle Master","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":100000}},"img":"icons/magic/life/heart-glowing-red.webp","effects":[],"_id":"mwoCmr8Pqv9qLn9a","folder":null,"sort":100000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106918,"modifiedTime":1682272764456,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Action Surge","type":"feat","system":{"description":{"value":"You can take one additional action on your turn. This can be used [[/roll @scale.fighter.action-surge]] times per short rest.\n
\n \n More Details\n \n

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

\n

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.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.tertiary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1021","entityTypeId":"222216831","componentId":193,"componentTypeId":12168134,"type":"class","class":"Fighter","subclass":"Battle Master","dndbeyond":{"levelScale":{"id":62784,"level":2,"description":"one use per short rest","dice":null,"fixedValue":1},"levelScales":[{"id":62784,"level":2,"description":"one use per short rest","dice":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"fixedValue":1},{"id":62785,"level":17,"description":"two uses per short rest","dice":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"fixedValue":2}],"limitedUse":[{"level":null,"uses":1}]},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":200000}},"img":"icons/skills/social/intimidation-impressing.webp","effects":[],"_id":"EzS2EE1vV6ywxtYw","folder":null,"sort":200000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106922,"modifiedTime":1682272764456,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Superiority Dice","type":"feat","system":{"description":{"value":"

You learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have [[/roll @scale.battle-master.combat-superiority]] superiority dice per short rest.

More Details

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. 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.

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.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":4,"max":"4","per":"sr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@scale.battle-master.combat-superiority-die",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1023","entityTypeId":"222216831","componentId":209,"componentTypeId":12168134,"type":"class","class":"Fighter","subclass":"Battle Master","dndbeyond":{"levelScale":{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},"levelScales":[{"id":11,"level":1,"description":"d8","dice":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"fixedValue":null},{"id":12,"level":7,"description":"d8","dice":{"diceCount":5,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"5d8"},"fixedValue":null},{"id":13,"level":10,"description":"d10","dice":{"diceCount":5,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"5d10"},"fixedValue":null},{"id":14,"level":15,"description":"d10","dice":{"diceCount":6,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"6d10"},"fixedValue":null},{"id":15,"level":18,"description":"d12","dice":{"diceCount":6,"diceValue":12,"diceMultiplier":null,"fixedValue":null,"diceString":"6d12"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}]},"importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":300000},"rsr5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":""},"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"consumeUses":{"value":true,"altValue":true},"consumeResource":{"value":true,"altValue":true}}},"img":"icons/magic/fire/dagger-rune-enchant-flame-strong-blue-yellow.webp","effects":[],"_id":"lGKfkRGnvZskgnci","folder":null,"sort":300000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106935,"modifiedTime":1682272523374,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Maneuvers: Pushing Attack","type":"feat","system":{"description":{"value":"When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC [[ max(8 + @abilities.str.mod + @prof, 8 + @abilities.dex.mod + @prof)]]). On failure, you push the target up to 15 ft. away from you.\n
\n \n More Details\n \n

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"charges","target":"lGKfkRGnvZskgnci","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"53566","entityTypeId":"222216831","componentId":18,"componentTypeId":258900837,"type":"class","class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":500000}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"meRlOHANx2VYuJyi","folder":null,"sort":500000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106939,"modifiedTime":1682269138185,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Fighting Style: Protection","type":"feat","system":{"description":{"value":"While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.\n
\n \n More Details\n \n

\n

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"56805","entityTypeId":"222216831","componentId":5,"componentTypeId":258900837,"type":"class","class":"Fighter","subclass":"Battle Master","importId":"gbpemavowSBpPzYB"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"tidy5e-sheet":{"favorite":true,"sort":900000}},"img":"icons/magic/defensive/shield-barrier-deflect-gold.webp","effects":[],"_id":"rzYnvjTRuoBij0Ig","folder":null,"sort":950000,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682256106946,"modifiedTime":1682269129051,"lastModifiedBy":"IDpjcIR3GCHRRpaC"}},{"name":"Maneuvers: Rally","type":"feat","system":{"description":{"value":"On your turn, you can use a bonus action and expend one superiority die to grant a friendly creature who can see or hear you temp HP equal to the superiority die roll + [[ + @abilities.cha.mod]].\n
\n \n More Details\n \n

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

\n
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\n \n More Details\n \n

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

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\n

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

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\n \n More Details\n \n

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If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

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Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.

\n

You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

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The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.

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Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:

1–3: Amphibious. The mongrelfolk can breathe air and water.

4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.

10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.

11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.

16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

18–19: Standing Leap. The mongrelfolk’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

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Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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“I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”

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Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog’s legs, and a scaly lizard’s tail. Each mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait.

\n

Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them.

\n

Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.

\n

Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.

\n

Horrific Offspring. It’s possible to restore a mongrelfolk to its original form using a greater restoration spell, but the same can’t be said for a mongrelfolk’s offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.

\n

Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)

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The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.

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Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:

1–3: Amphibious. The mongrelfolk can breathe air and water.

4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.

10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.

11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.

16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

18–19: Standing Leap. The mongrelfolk’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

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The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

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Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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he enjoys killing people

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Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog’s legs, and a scaly lizard’s tail. Each mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait.

\n

Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they’ve heard. Mongrelfolk aren’t sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them.

\n

Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.

\n

Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.

\n

Horrific Offspring. It’s possible to restore a mongrelfolk to its original form using a greater restoration spell, but the same can’t be said for a mongrelfolk’s offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.

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Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)

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Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

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The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

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One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

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The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

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The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.

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of Vengeance","type":"subclass","system":{"description":{"value":"

Description

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Class Features

\n\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

\n

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. Fiends and undead have disadvantage on this saving throw.

\n

On a failed save, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} for 1 minute or until it takes any damage. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

\n

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

\n

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed.

\n
Oath of Vengeance Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

bane, hunter’s mark

\n
\n

5th

\n
\n

hold person, misty step

\n
\n

9th

\n
\n

haste, protection from energy

\n
\n

13th

\n
\n

banishment, dimension door

\n
\n

17th

\n
\n

hold monster, scrying

\n
\n\n

Relentless Avenger

\n

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.

\n\n

Soul of Vengeance

\n

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

\n\n

Avenging Angel

\n

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

\n\n

Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"","identifier":"oath-of-vengeance","classIdentifier":"paladin","advancement":[],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":126388635,"id":42,"type":"class","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Oath of Vengeance"}}},"img":"icons/magic/nature/stealth-hide-eyes-pink.webp","effects":[],"_id":"FIaSqgD60LU5hQKy","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262065858,"modifiedTime":1682262065858,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Paladin","type":"class","system":{"description":{"value":"

Description

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

Class Features

\n\n

Hit Points

\n

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

\n\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}

\n\n

Divine Sense

\n

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Additional Paladin Spells

\n

2nd-level paladin feature
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelAdditional Spells
2ndGentle repose, Prayer of healing, Warding bond
3rdSpirit shroud *
5thSummon celestial *
\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

\n

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\n

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

\n
Spellcasting Ability
\n

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Harness Divine Power

\n

3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

\n

Oath Spells

\n

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

\n

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Martial Versatility

\n

4th-level paladin feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n\n

Aura of Protection

\n

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Starting Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n","chat":"","unidentified":""},"source":"Basic Rules pg 82, Player's Handbook pg 87","identifier":"paladin","levels":3,"hitDice":"d10","hitDiceUsed":1,"advancement":[{"_id":"nq6axXyGAHjGvUIh","type":"HitPoints","configuration":{},"value":{"1":"max","2":"avg","3":"avg"},"title":""},{"_id":"ABoJtM3ucTXkxc2l","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"aura-of-protection","type":"number","scale":{"6":{"value":10},"18":{"value":30}}},"value":{},"title":"Aura of Protection"},{"_id":"oKUSTxPQvUuqXQ04","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"aura-of-courage","type":"number","scale":{"10":{"value":10},"18":{"value":30}}},"value":{},"title":"Aura of Courage"}],"saves":["wis","cha"],"skills":{"number":2,"choices":["ath","rel","ins","med","itm","per"],"value":["ins","per"]},"spellcasting":{"progression":"half","ability":"cha"}},"flags":{"ddbimporter":{"id":126388635,"definitionId":4,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"spellSlotDivisor":2,"spellCastingAbility":"cha","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"_id":"SvRfiD2B6u6NVXVm","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262065951,"modifiedTime":1682272757883,"lastModifiedBy":"S2ligkI5RMUXxbH5"}},{"name":"Fallen Aasimar","type":"feat","system":{"description":{"value":"

Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

\n

Racial Traits
+2 Charisma, Darkvision, Celestial Resistance, Healing Hands, Light Bearer

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow.

\n\n

Ability Score Increase

\n

Your Charisma score increases by 2.

\n\n

Age

\n

Aasimar mature at the same rate as humans, but they can live up to 160 years.

\n\n

Size

\n

Aasimar have the same range of height and weight as humans.

\n\n

Speed

\n

Your base walking speed is 30 feet.

\n\n

@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}

\n

Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n\n

Celestial Resistance

\n

You have resistance to necrotic damage and radiant damage.

\n\n

Healing Hands

\n

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

\n\n

Light Bearer

\n

You know the light cantrip. Charisma is your spellcasting ability for it.

\n\n

Languages

\n

You can speak, read, and write Common and Celestial.

\n\n

Ability Score Increase

\n

Your Strength score increases by 1.

\n\n

Necrotic Shroud

\n

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the end of your next turn.

\n

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

\n

Once you use this trait, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"Aasimar","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"entityRaceId":20,"version":"3.3.15","baseName":"Aasimar","moreDetailsUrl":"/races/24-aasimar#FallenAasimar","baseRaceId":24,"baseRaceName":"Aasimar","fullName":"Fallen Aasimar","subRaceShortName":"Fallen","isHomebrew":false,"isLegacy":true,"isSubRace":true,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/410/636327478682944234.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Fallen-Aasimar.jpeg","effects":[],"_id":"k00Fftsepo7aa00x","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066286,"modifiedTime":1682262066286,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n
\n \n More Details\n \n

\n

Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

\n
","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":163,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"_id":"3o94UGKd2cw3PibP","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066291,"modifiedTime":1682262066291,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Celestial Resistance","type":"feat","system":{"description":{"value":"

You have resistance to necrotic damage and radiant damage.

","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":164,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"race"}}},"img":"icons/skills/wounds/blood-cells-disease-green.webp","effects":[],"_id":"0PqbJSkQCc7yD2dw","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066295,"modifiedTime":1682262066295,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Light Bearer","type":"feat","system":{"description":{"value":"You know the light cantrip (CHA).\n
\n \n More Details\n \n

\n

You know the light cantrip. Charisma is your spellcasting ability for it.

\n

\n
","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":166,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":9},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-small-blue-yellow.webp","effects":[],"_id":"yKVd6OTnehAtHGuF","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066298,"modifiedTime":1682262066298,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Additional Paladin Spells","type":"feat","system":{"description":{"value":"Your Paladin has additional spells available to them, as designated in Tasha's Cauldron of Everything.\n
\n \n More Details\n \n

\n

2nd-level paladin feature
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelAdditional Spells
2ndGentle repose, Prayer of healing, Warding bond
3rdSpirit shroud *
5thSummon celestial *
\n

\n
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":3035428,"type":"class","entityTypeId":12168134,"dndbeyond":{"requiredLevel":2,"displayOrder":1},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class"}}},"img":"icons/sundries/books/book-symbol-canterbury-cross.webp","effects":[],"_id":"Hoe6RQPSL3n73ahx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066310,"modifiedTime":1682262066310,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Lay on Hands","type":"feat","system":{"description":{"value":"

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":261,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/light/orbs-hand-gray.webp","effects":[],"_id":"PSLktnoIMQXQoyDs","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066313,"modifiedTime":1682262066313,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Fighting Style: Great Weapon Fighting","type":"feat","system":{"description":{"value":"

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":262,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Great Weapon Fighting","choiceId":"3-0-291260998","componentId":262,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/skills/melee/strike-sword-steel-yellow.webp","effects":[],"_id":"ywD6e91kOeRsws8X","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066316,"modifiedTime":1682262066316,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

\n

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\n

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

\n
Spellcasting Ability
\n

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":263,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"_id":"Pu6GGZ47hgJiVhFd","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066322,"modifiedTime":1682262066322,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Divine Health","type":"feat","system":{"description":{"value":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":265,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/life/cross-worn-green.webp","effects":[],"_id":"56990rBDyO149iMg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066324,"modifiedTime":1682262066324,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Sacred Oath","type":"feat","system":{"description":{"value":"

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

\n

Oath Spells

\n

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

\n

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":266,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/sundries/documents/document-sealed-red-yellow.webp","effects":[],"_id":"2e0EQgVYXgRoYzLj","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066327,"modifiedTime":1682262066327,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Oath Spells","type":"feat","system":{"description":{"value":"

You gain oath spells at the paladin levels listed.

\n
Oath of Vengeance Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

bane, hunter’s mark

\n
\n

5th

\n
\n

hold person, misty step

\n
\n

9th

\n
\n

haste, protection from energy

\n
\n

13th

\n
\n

banishment, dimension door

\n
\n

17th

\n
\n

hold monster, scrying

\n
","chat":"","unidentified":""},"source":"Paladin : Oath of Vengeance","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":293,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin : Oath of Vengeance"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/sundries/books/symbol-axe-gold-grey.webp","effects":[],"_id":"90lJgNCq7Avlz0dF","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066336,"modifiedTime":1682262066336,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Knight","type":"background","system":{"description":{"value":"

Background: Knight

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)


Skill Proficiencies: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}

Tool Proficiencies: One type of gaming set

Languages: One of your choice

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp


Feature: Retainers

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Retainers

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Choices

","chat":"","unidentified":""},"source":"","advancement":[]},"flags":{"ddbimporter":{"id":31,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"background"}}},"img":"icons/svg/item-bag.svg","effects":[],"_id":"FrCpEj9nVHaxcGI2","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066344,"modifiedTime":1682262066344,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Unarmed Strike","type":"weapon","system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"mgc":false},"proficient":true},"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"originalName":"Unarmed Strike","type":"other","dndbeyond":{"type":"Martial Arts"},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"_id":"0cwQrP3qNtOeruJx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066346,"modifiedTime":1682262066346,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Divine Sense","type":"feat","system":{"description":{"value":"As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature [[ ( + @abilities.cha.mod)+1]] times per long rest.\n
\n \n More Details\n \n

\n

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 @Compendium[world.ddb-curse-of-strahd-spells.ZxC0PC80dpHf5n6q]{hallow} spell.

\n

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.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":2,"max":"2","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.secondary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1026","entityTypeId":"222216831","componentId":260,"componentTypeId":12168134,"type":"class","class":"Paladin","subclass":"Oath of Vengeance","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/creatures/eyes/human-single-blue.webp","effects":[],"_id":"aKxzda2bBJODfEXE","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066350,"modifiedTime":1682262066350,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Lay on Hands Pool","type":"feat","system":{"description":{"value":"You have a pool of healing power that can restore [[ @classes.paladin.levels*5]] HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.\n
\n \n More Details\n \n

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n

\n
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\n \n More Details\n \n

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"53378","entityTypeId":"222216831","componentId":264,"componentTypeId":12168134,"type":"class","class":"Paladin","subclass":"Oath of Vengeance","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"_id":"Q0GGFMCMQWQMcKgg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066355,"modifiedTime":1682262066355,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Channel Divinity","type":"feat","system":{"description":{"value":"Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws (DC [[ max(8 + @abilities.cha.mod + @prof)]]).\n
\n \n More Details\n \n

\n

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

\n

Oath Spells

\n

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

\n

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n

\n
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\n \n More Details\n \n

\n

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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{frightened}. Fiends and undead have disadvantage on this saving throw.

\n

On a failed save, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{frightened} for 1 minute or until it takes any damage. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{frightened}, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

\n

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

\n

\n
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\n \n More Details\n \n

\n

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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious}.

\n

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\n \n More Details\n \n

\n

3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

\n

\n
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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.

\n

You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

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Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":{"value":5,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Communication","Social","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078767,"entityTypeId":1439493548,"containerEntityId":93339774,"containerEntityTypeId":1581111423,"definitionEntityTypeId":2103445194,"definitionId":84,"originalName":"Signet Ring","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/equipment/finger/ring-cabochon-gold-orange.webp","_id":"xsHmG7P6RclV66LP","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066392,"modifiedTime":1682262066392,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Amulet","type":"loot","system":{"description":{"value":"

A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":{"value":5,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true},"flags":{"ddbimporter":{"dndbeyond":{"type":"Holy Symbol","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078765,"entityTypeId":1439493548,"containerEntityId":93339774,"containerEntityTypeId":1581111423,"definitionEntityTypeId":2103445194,"definitionId":159,"originalName":"Amulet","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/equipment/neck/pendant-bronze-gem-blue.webp","_id":"NDhUU9d37PX6M8tO","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066395,"modifiedTime":1682262066395,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Bedroll","type":"loot","system":{"description":{"value":"

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":7,"price":{"value":1,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078757,"entityTypeId":1439493548,"containerEntityId":1104078753,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":24,"originalName":"Bedroll","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/sundries/survival/bedroll-grey.webp","_id":"X8GDnkXOIrwmfkJy","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066397,"modifiedTime":1682262066397,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Mess Kit","type":"loot","system":{"description":{"value":"

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":{"value":0.2,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Social","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078758,"entityTypeId":1439493548,"containerEntityId":1104078753,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":61,"originalName":"Mess Kit","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/tools/cooking/fork-steel-tan.webp","_id":"89X5chqtyqIqte5q","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066399,"modifiedTime":1682262066399,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Rations (1 day)","type":"consumable","system":{"description":{"value":"

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":10,"weight":2,"price":{"value":0.5,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"food"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Social","Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078761,"entityTypeId":1439493548,"containerEntityId":1104078753,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":75,"originalName":"Rations (1 day)","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/consumables/meat/hock-leg-pink-brown.webp","_id":"O0nBGiod6DsNCeRB","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066401,"modifiedTime":1682262066401,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Rope, Hempen (50 feet)","type":"loot","system":{"description":{"value":"

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":10,"price":{"value":1,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility","Exploration"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078763,"entityTypeId":1439493548,"containerEntityId":1104078753,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":77,"originalName":"Rope, Hempen (50 feet)","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/sundries/survival/rope-wrapped-brown.webp","_id":"VjHTSGZmdpjp867v","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066403,"modifiedTime":1682262066403,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Tinderbox","type":"loot","system":{"description":{"value":"

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

\n

 

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":{"value":0.5,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility","Exploration"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078759,"entityTypeId":1439493548,"containerEntityId":1104078753,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":90,"originalName":"Tinderbox","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/sundries/lights/torch-black.webp","_id":"oJUmKYMSklrcZvz9","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066405,"modifiedTime":1682262066405,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Torch","type":"consumable","system":{"description":{"value":"

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":10,"weight":1,"price":{"value":0.01,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Utility","Exploration","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078760,"entityTypeId":1439493548,"containerEntityId":1104078753,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":91,"originalName":"Torch","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/sundries/lights/torch-black.webp","_id":"dHgxxkH1iqmkMiFN","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066408,"modifiedTime":1682262066408,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Waterskin","type":"backpack","system":{"description":{"value":"

A waterskin can hold 4 pints of liquid.

","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":5,"price":{"value":0.2,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1104078762,"entityTypeId":1439493548,"containerEntityId":1104078753,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":92,"originalName":"Waterskin","version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/sundries/survival/wetskin-leather-purple.webp","_id":"wgtGDwYL18dhpM4x","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066411,"modifiedTime":1682262066411,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Bane","flags":{"ddbimporter":{"id":136083,"definitionId":2009,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136083,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bane","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":216,"sourceType":1}],"tags":["Debuff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/unholy/strike-beam-blood-red-purple.webp","effects":[],"_id":"8KwR7No8kfCU8xe4","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066413,"modifiedTime":1682262066413,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Bless","flags":{"ddbimporter":{"id":136127,"definitionId":2016,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136127,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bless","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Buff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/control/buff-flight-wings-blue.webp","effects":[],"_id":"HMXw3sx0QwosWYa8","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066424,"modifiedTime":1682262066424,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

\n

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check. On a successful check, you restore the target to its original alignment.

\n

Bless Water. You touch one vial of water and cause it to become holy water.

\n

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

\n

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

\n

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

\n

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"25 gp worth of powdered silver, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Ceremony","flags":{"ddbimporter":{"id":137946,"definitionId":14760,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":137946,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Ceremony","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Buff","Utility"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/sundries/books/book-purple-cross.webp","effects":[],"_id":"1JNhUzIqyRjBOiS8","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066432,"modifiedTime":1682262066432,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.

\n

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Command","flags":{"ddbimporter":{"id":136233,"definitionId":2032,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136233,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Command","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":223,"sourceType":1}],"tags":["Control"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/fire/explosion-fireball-small-purple.webp","effects":[],"_id":"f1vUVCdIGV1xARld","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066436,"modifiedTime":1682262066436,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

","chat":"","unidentified":""},"source":"Player's Handbook pg 224","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Compelled Duel","flags":{"ddbimporter":{"id":136243,"definitionId":2313,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136243,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Compelled Duel","sources":[{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Control","Social","Debuff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"_id":"xCoRmokMC5Rcbppo","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066440,"modifiedTime":1682262066440,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[healing] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"name":"Cure Wounds","flags":{"ddbimporter":{"id":136485,"definitionId":2056,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136485,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Cure Wounds","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Healing"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/life/heart-cross-green.webp","effects":[],"_id":"IbyQUGblGXgHCn1W","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066443,"modifiedTime":1682262066443,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

\n

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Evil and Good","flags":{"ddbimporter":{"id":136556,"definitionId":2064,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136556,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/air/air-burst-spiral-blue-gray.webp","effects":[],"_id":"q5QmzzMIUOifrpDi","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066446,"modifiedTime":1682262066446,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

\n

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136564,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136564,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Magic","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/light/explosion-star-blue.webp","effects":[],"_id":"cVFXxNqUUxisVJnL","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066448,"modifiedTime":1682262066448,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

\n

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":true},"materials":{"value":"a yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Poison and Disease","flags":{"ddbimporter":{"id":136571,"definitionId":2066,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136571,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Poison and Disease","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/air/air-burst-spiral-teal-green.webp","effects":[],"_id":"jH3Km4raKnBGT1sx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066451,"modifiedTime":1682262066451,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[radiant - Until spell ends]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Divine Favor","flags":{"ddbimporter":{"id":136645,"definitionId":2074,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136645,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Divine Favor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Damage"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/fire/dagger-rune-enchant-flame-blue-yellow.webp","effects":[],"_id":"qHNLUnyWc019h0U9","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066454,"modifiedTime":1682262066454,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Heroism","flags":{"ddbimporter":{"id":138072,"definitionId":2144,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138072,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroism","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"_id":"HFTNSjUBQIUdMOo5","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066457,"modifiedTime":1682262066457,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) or Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 251","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Hunter's Mark","flags":{"ddbimporter":{"id":138322,"definitionId":2149,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138322,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hunter's Mark","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"_id":"1JEhDAeeDqyLNvHx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066460,"modifiedTime":1682262066460,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Light","flags":{"ddbimporter":{"id":264,"definitionId":2166,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Light Bearer","lookupId":166,"race":"Fallen Aasimar","level":null,"ability":"cha","mod":1,"dc":11,"overrideDC":false,"id":264,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Light","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Creation","Utility"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true}},"img":"icons/magic/light/explosion-star-small-blue-yellow.webp","effects":[],"_id":"KsswNOKDY5V0dEwA","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066462,"modifiedTime":1682262066462,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by them. If the target is already @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

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All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

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The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

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A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}.

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The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

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\n \n More Details\n \n

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n

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For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

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Aasimar","background":"","originalClass":"SvRfiD2B6u6NVXVm","xp":{"value":900},"appearance":"","trait":"","ideal":"","bond":"","flaw":""},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":["necrotic","radiant"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["diseased"],"custom":""},"languages":{"value":["common","celestial","undercommon"],"custom":""},"weaponProf":{"value":["sim","mar"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":["chess"],"custom":""}},"currency":{"pp":0,"gp":24,"ep":1,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"spells":{"spell1":{"value":2,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null},"spell0":{"value":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":15,"max":15,"sr":false,"lr":true,"label":"Lay on Hands Pool"},"secondary":{"value":2,"max":2,"sr":false,"lr":true,"label":"Divine Sense"},"tertiary":{"value":1,"max":1,"sr":false,"lr":true,"label":"Healing Hands"}}},"prototypeToken":{"name":"Takumi Iliones","displayName":0,"actorLink":true,"texture":{"src":"ddb-images/characters/93339774-Takumi-Iliones.jpeg","scaleX":0.8,"scaleY":0.8,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":true,"range":60,"angle":360,"visionMode":"darkvision","color":null,"attenuation":0,"brightness":0,"saturation":-1,"contrast":0},"detectionModes":[],"flags":{"monks-tokenbar":{"include":"default"},"splatter":{"bloodColor":""},"monks-combat-marker":{"token-highlight-scale":1.5,"token-combat-animation":"","token-highlight":""},"monks-bloodsplats":{"bloodsplat-colour":""},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false},"items":[{"name":"Oath of Vengeance","type":"subclass","system":{"description":{"value":"

Description

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Class Features

\n\n

Channel Divinity

\n

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

\n

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. Fiends and undead have disadvantage on this saving throw.

\n

On a failed save, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} for 1 minute or until it takes any damage. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

\n

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

\n

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

\n\n

Oath Spells

\n

You gain oath spells at the paladin levels listed.

\n
Oath of Vengeance Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

bane, hunter’s mark

\n
\n

5th

\n
\n

hold person, misty step

\n
\n

9th

\n
\n

haste, protection from energy

\n
\n

13th

\n
\n

banishment, dimension door

\n
\n

17th

\n
\n

hold monster, scrying

\n
\n\n

Relentless Avenger

\n

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.

\n\n

Soul of Vengeance

\n

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

\n\n

Avenging Angel

\n

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

\n\n

Once you use this feature, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"","identifier":"oath-of-vengeance","classIdentifier":"paladin","advancement":[],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":126388635,"id":42,"type":"class","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Oath of Vengeance"}}},"img":"icons/magic/nature/stealth-hide-eyes-pink.webp","effects":[],"_id":"FIaSqgD60LU5hQKy","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262065858,"modifiedTime":1682262065858,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Paladin","type":"class","system":{"description":{"value":"

Description

A holy warrior bound to a sacred oath

\n

Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma

Class Features

\n\n

Hit Points

\n

Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

\n\n

Proficiencies

\n

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}

\n\n

Divine Sense

\n

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

\n

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.

\n\n

Lay on Hands

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n\n

Additional Paladin Spells

\n

2nd-level paladin feature
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelAdditional Spells
2ndGentle repose, Prayer of healing, Warding bond
3rdSpirit shroud *
5thSummon celestial *
\n\n

Fighting Style

\n

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.

\n\n

Spellcasting

\n

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

\n

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\n

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

\n
Spellcasting Ability
\n

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

\n\n

Divine Smite

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n\n

Harness Divine Power

\n

3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

\n\n

Divine Health

\n

By 3rd level, the divine magic flowing through you makes you immune to disease.

\n\n

Sacred Oath

\n

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

\n

Oath Spells

\n

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

\n

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n\n

Martial Versatility

\n

4th-level paladin feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

\n\n

Ability Score Improvement

\n

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.

\n

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

\n\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n\n

Aura of Protection

\n

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Aura of Courage

\n

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} while you are conscious.

\n

At 18th level, the range of this aura increases to 30 feet.

\n\n

Improved Divine Smite

\n

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

\n\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

\n\n

Aura Improvements

\n

At 18th level, the range of your auras increase to 30 feet.

\n\n

Starting Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background:

\n","chat":"","unidentified":""},"source":"Basic Rules pg 82, Player's Handbook pg 87","identifier":"paladin","levels":3,"hitDice":"d10","hitDiceUsed":2,"advancement":[{"_id":"nq6axXyGAHjGvUIh","type":"HitPoints","configuration":{},"value":{"1":"max","2":"avg","3":"avg"},"title":""},{"_id":"ABoJtM3ucTXkxc2l","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"aura-of-protection","type":"number","scale":{"6":{"value":10},"18":{"value":30}}},"value":{},"title":"Aura of Protection"},{"_id":"oKUSTxPQvUuqXQ04","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"aura-of-courage","type":"number","scale":{"10":{"value":10},"18":{"value":30}}},"value":{},"title":"Aura of Courage"}],"saves":["wis","cha"],"skills":{"number":2,"choices":["ath","rel","ins","med","itm","per"],"value":["ins","per"]},"spellcasting":{"progression":"half","ability":"cha"}},"flags":{"ddbimporter":{"id":126388635,"definitionId":4,"entityTypeId":1446578651,"type":"class","isStartingClass":true,"spellSlotDivisor":2,"spellCastingAbility":"cha","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"_id":"SvRfiD2B6u6NVXVm","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262065951,"modifiedTime":1682272766908,"lastModifiedBy":"S2ligkI5RMUXxbH5"}},{"name":"Fallen Aasimar","type":"feat","system":{"description":{"value":"

Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.

\n

Racial Traits
+2 Charisma, Darkvision, Celestial Resistance, Healing Hands, Light Bearer

An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow.

\n\n

Ability Score Increase

\n

Your Charisma score increases by 2.

\n\n

Age

\n

Aasimar mature at the same rate as humans, but they can live up to 160 years.

\n\n

Size

\n

Aasimar have the same range of height and weight as humans.

\n\n

Speed

\n

Your base walking speed is 30 feet.

\n\n

@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}

\n

Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n\n

Celestial Resistance

\n

You have resistance to necrotic damage and radiant damage.

\n\n

Healing Hands

\n

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

\n\n

Light Bearer

\n

You know the light cantrip. Charisma is your spellcasting ability for it.

\n\n

Languages

\n

You can speak, read, and write Common and Celestial.

\n\n

Ability Score Increase

\n

Your Strength score increases by 1.

\n\n

Necrotic Shroud

\n

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the end of your next turn.

\n

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

\n

Once you use this trait, you can’t use it again until you finish a long rest.

","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"Aasimar","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"entityRaceId":20,"version":"3.3.15","baseName":"Aasimar","moreDetailsUrl":"/races/24-aasimar#FallenAasimar","baseRaceId":24,"baseRaceName":"Aasimar","fullName":"Fallen Aasimar","subRaceShortName":"Fallen","isHomebrew":false,"isLegacy":true,"isSubRace":true,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/410/636327478682944234.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Fallen-Aasimar.jpeg","effects":[],"_id":"k00Fftsepo7aa00x","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066286,"modifiedTime":1682262066286,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n
\n \n More Details\n \n

\n

Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

\n
","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":163,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"_id":"3o94UGKd2cw3PibP","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066291,"modifiedTime":1682262066291,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Celestial Resistance","type":"feat","system":{"description":{"value":"

You have resistance to necrotic damage and radiant damage.

","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":164,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"race"}}},"img":"icons/skills/wounds/blood-cells-disease-green.webp","effects":[],"_id":"0PqbJSkQCc7yD2dw","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066295,"modifiedTime":1682262066295,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Light Bearer","type":"feat","system":{"description":{"value":"You know the light cantrip (CHA).\n
\n \n More Details\n \n

\n

You know the light cantrip. Charisma is your spellcasting ability for it.

\n

\n
","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"race","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":166,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":9},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-small-blue-yellow.webp","effects":[],"_id":"yKVd6OTnehAtHGuF","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066298,"modifiedTime":1682262066298,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Additional Paladin Spells","type":"feat","system":{"description":{"value":"Your Paladin has additional spells available to them, as designated in Tasha's Cauldron of Everything.\n
\n \n More Details\n \n

\n

2nd-level paladin feature
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelAdditional Spells
2ndGentle repose, Prayer of healing, Warding bond
3rdSpirit shroud *
5thSummon celestial *
\n

\n
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":3035428,"type":"class","entityTypeId":12168134,"dndbeyond":{"requiredLevel":2,"displayOrder":1},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class"}}},"img":"icons/sundries/books/book-symbol-canterbury-cross.webp","effects":[],"_id":"Hoe6RQPSL3n73ahx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066310,"modifiedTime":1682262066310,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Lay on Hands","type":"feat","system":{"description":{"value":"

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":261,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/light/orbs-hand-gray.webp","effects":[],"_id":"PSLktnoIMQXQoyDs","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066313,"modifiedTime":1682262066313,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Fighting Style: Great Weapon Fighting","type":"feat","system":{"description":{"value":"

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":262,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Great Weapon Fighting","choiceId":"3-0-291260998","componentId":262,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/skills/melee/strike-sword-steel-yellow.webp","effects":[],"_id":"ywD6e91kOeRsws8X","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066316,"modifiedTime":1682262066316,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

\n
Preparing and Casting Spells
\n

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

\n

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

\n

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

\n

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

\n
Spellcasting Ability
\n

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

\n

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Spell attack modifier = your proficiency bonus + your Charisma modifier

\n
Spellcasting Focus
\n

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":263,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"_id":"Pu6GGZ47hgJiVhFd","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066322,"modifiedTime":1682262066322,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Divine Health","type":"feat","system":{"description":{"value":"

By 3rd level, the divine magic flowing through you makes you immune to disease.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":265,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/life/cross-worn-green.webp","effects":[],"_id":"56990rBDyO149iMg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066324,"modifiedTime":1682262066324,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Sacred Oath","type":"feat","system":{"description":{"value":"

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

\n

Oath Spells

\n

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

\n

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

","chat":"","unidentified":""},"source":"Paladin","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":266,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}],"class":"Paladin"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/sundries/documents/document-sealed-red-yellow.webp","effects":[],"_id":"2e0EQgVYXgRoYzLj","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066327,"modifiedTime":1682262066327,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Oath Spells","type":"feat","system":{"description":{"value":"

You gain oath spells at the paladin levels listed.

\n
Oath of Vengeance Spells
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Paladin LevelSpells
\n

3rd

\n
\n

bane, hunter’s mark

\n
\n

5th

\n
\n

hold person, misty step

\n
\n

9th

\n
\n

haste, protection from energy

\n
\n

13th

\n
\n

banishment, dimension door

\n
\n

17th

\n
\n

hold monster, scrying

\n
","chat":"","unidentified":""},"source":"Paladin : Oath of Vengeance","activation":{"type":"","cost":null,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"class","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":293,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin : Oath of Vengeance"},"class":"Paladin","subclass":"Oath of Vengeance","importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/sundries/books/symbol-axe-gold-grey.webp","effects":[],"_id":"90lJgNCq7Avlz0dF","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066336,"modifiedTime":1682262066336,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Knight","type":"background","system":{"description":{"value":"

Background: Knight

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)


Skill Proficiencies: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}

Tool Proficiencies: One type of gaming set

Languages: One of your choice

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp


Feature: Retainers

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Retainers

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Choices

","chat":"","unidentified":""},"source":"","advancement":[]},"flags":{"ddbimporter":{"id":31,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"37ISE9ebVDTu2OHY"},"obsidian":{"source":{"type":"background"}}},"img":"icons/svg/item-bag.svg","effects":[],"_id":"FrCpEj9nVHaxcGI2","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066344,"modifiedTime":1682262066344,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Unarmed Strike","type":"weapon","system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":{"value":0,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null},"hp":{"value":null,"max":null,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"mgc":false},"proficient":true},"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"originalName":"Unarmed Strike","type":"other","dndbeyond":{"type":"Martial Arts"},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"img":"icons/skills/melee/unarmed-punch-fist-yellow-red.webp","effects":[],"_id":"0cwQrP3qNtOeruJx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066346,"modifiedTime":1682262066346,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Divine Sense","type":"feat","system":{"description":{"value":"As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature [[ ( + @abilities.cha.mod)+1]] times per long rest.\n
\n \n More Details\n \n

\n

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 @Compendium[world.ddb-curse-of-strahd-spells.ZxC0PC80dpHf5n6q]{hallow} spell.

\n

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.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":2,"max":"2","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.secondary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1026","entityTypeId":"222216831","componentId":260,"componentTypeId":12168134,"type":"class","class":"Paladin","subclass":"Oath of Vengeance","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/creatures/eyes/human-single-blue.webp","effects":[],"_id":"aKxzda2bBJODfEXE","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066350,"modifiedTime":1682262066350,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Lay on Hands Pool","type":"feat","system":{"description":{"value":"You have a pool of healing power that can restore [[ @classes.paladin.levels*5]] HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.\n
\n \n More Details\n \n

\n

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.

\n

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.

\n

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.

\n

This feature has no effect on undead and constructs.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":15,"max":"15","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1027","entityTypeId":"222216831","componentId":261,"componentTypeId":12168134,"type":"class","class":"Paladin","subclass":"Oath of Vengeance","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/light/orbs-hand-gray.webp","effects":[],"_id":"Nn5BywPiQuiHGnSw","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066353,"modifiedTime":1682262066353,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Divine Smite","type":"feat","system":{"description":{"value":"When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.\n
\n \n More Details\n \n

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"53378","entityTypeId":"222216831","componentId":264,"componentTypeId":12168134,"type":"class","class":"Paladin","subclass":"Oath of Vengeance","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"_id":"Q0GGFMCMQWQMcKgg","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066355,"modifiedTime":1682262066355,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Channel Divinity","type":"feat","system":{"description":{"value":"Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws (DC [[ max(8 + @abilities.cha.mod + @prof)]]).\n
\n \n More Details\n \n

\n

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

\n

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

\n

Oath Spells

\n

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

\n

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

\n

Channel Divinity

\n

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

\n

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

\n

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"sr","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"1090","entityTypeId":"222216831","componentId":266,"componentTypeId":12168134,"type":"class","class":"Paladin","subclass":"Oath of Vengeance","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/lightning/bolt-strike-smoke-yellow.webp","effects":[],"_id":"AKVcOTIq7JCKvqbr","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066358,"modifiedTime":1682262066358,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Channel Divinity: Abjure Enemy","type":"feat","system":{"description":{"value":"As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw ([[ max(8 + @abilities.cha.mod + @prof)]]). Fiends and undead have disadvantage on this saving throw. On failure, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.\n
\n \n More Details\n \n

\n

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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{frightened}. Fiends and undead have disadvantage on this saving throw.

\n

On a failed save, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{frightened} for 1 minute or until it takes any damage. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.oreoyaFKnvZCrgij]{frightened}, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

\n

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

\n

\n
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"charges","target":"AKVcOTIq7JCKvqbr","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"53385","entityTypeId":"222216831","componentId":287,"componentTypeId":12168134,"type":"class","class":"Paladin","subclass":"Oath of Vengeance","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1}]},"importId":"37ISE9ebVDTu2OHY"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"img":"icons/magic/unholy/strike-body-life-soul-green.webp","effects":[],"_id":"WrtvxA3oNR1QorN0","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066361,"modifiedTime":1682262066957,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"name":"Channel Divinity: Vow of Enmity","type":"feat","system":{"description":{"value":"You can choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}.\n
\n \n More Details\n \n

\n

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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious}.

\n

\n
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\n \n More Details\n \n

\n

3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

\n

\n
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A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.

\n

You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

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Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

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A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

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You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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Rope, has 2 hit points and can be burst with a DC 17 Strength check.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

\n

 

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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A waterskin can hold 4 pints of liquid.

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Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Bane","flags":{"ddbimporter":{"id":136083,"definitionId":2009,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136083,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bane","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":216,"sourceType":1}],"tags":["Debuff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/unholy/strike-beam-blood-red-purple.webp","effects":[],"_id":"8KwR7No8kfCU8xe4","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066413,"modifiedTime":1682262066413,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":3,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Bless","flags":{"ddbimporter":{"id":136127,"definitionId":2016,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136127,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bless","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Buff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/control/buff-flight-wings-blue.webp","effects":[],"_id":"HMXw3sx0QwosWYa8","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066424,"modifiedTime":1682262066424,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

\n

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check. On a successful check, you restore the target to its original alignment.

\n

Bless Water. You touch one vial of water and cause it to become holy water.

\n

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

\n

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

\n

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

\n

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false},"materials":{"value":"25 gp worth of powdered silver, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Ceremony","flags":{"ddbimporter":{"id":137946,"definitionId":14760,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":137946,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Ceremony","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Buff","Utility"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/sundries/books/book-purple-cross.webp","effects":[],"_id":"1JNhUzIqyRjBOiS8","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066432,"modifiedTime":1682262066432,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

\n

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Grovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.

\n

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Command","flags":{"ddbimporter":{"id":136233,"definitionId":2032,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136233,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Command","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":223,"sourceType":1}],"tags":["Control"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/fire/explosion-fireball-small-purple.webp","effects":[],"_id":"f1vUVCdIGV1xARld","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066436,"modifiedTime":1682262066436,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

","chat":"","unidentified":""},"source":"Player's Handbook pg 224","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Compelled Duel","flags":{"ddbimporter":{"id":136243,"definitionId":2313,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136243,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Compelled Duel","sources":[{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Control","Social","Debuff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"_id":"xCoRmokMC5Rcbppo","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066440,"modifiedTime":1682262066440,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[healing] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"name":"Cure Wounds","flags":{"ddbimporter":{"id":136485,"definitionId":2056,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136485,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Cure Wounds","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Healing"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/life/heart-cross-green.webp","effects":[],"_id":"IbyQUGblGXgHCn1W","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066443,"modifiedTime":1682262066443,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

\n

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Evil and Good","flags":{"ddbimporter":{"id":136556,"definitionId":2064,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136556,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/air/air-burst-spiral-blue-gray.webp","effects":[],"_id":"q5QmzzMIUOifrpDi","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066446,"modifiedTime":1682262066446,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

\n

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136564,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136564,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Magic","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/light/explosion-star-blue.webp","effects":[],"_id":"cVFXxNqUUxisVJnL","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066448,"modifiedTime":1682262066448,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

\n

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":true},"materials":{"value":"a yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Poison and Disease","flags":{"ddbimporter":{"id":136571,"definitionId":2066,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136571,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Poison and Disease","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/air/air-burst-spiral-teal-green.webp","effects":[],"_id":"jH3Km4raKnBGT1sx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066451,"modifiedTime":1682262066451,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[radiant - Until spell ends]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Divine Favor","flags":{"ddbimporter":{"id":136645,"definitionId":2074,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":136645,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Divine Favor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Damage"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/fire/dagger-rune-enchant-flame-blue-yellow.webp","effects":[],"_id":"qHNLUnyWc019h0U9","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066454,"modifiedTime":1682262066454,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Heroism","flags":{"ddbimporter":{"id":138072,"definitionId":2144,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138072,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroism","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"_id":"HFTNSjUBQIUdMOo5","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066457,"modifiedTime":1682262066457,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) or Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 251","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Hunter's Mark","flags":{"ddbimporter":{"id":138322,"definitionId":2149,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138322,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hunter's Mark","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"_id":"1JEhDAeeDqyLNvHx","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066460,"modifiedTime":1682262066460,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false},"materials":{"value":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Light","flags":{"ddbimporter":{"id":264,"definitionId":2166,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Light Bearer","lookupId":166,"race":"Fallen Aasimar","level":null,"ability":"cha","mod":1,"dc":11,"overrideDC":false,"id":264,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Light","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Creation","Utility"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true}},"img":"icons/magic/light/explosion-star-small-blue-yellow.webp","effects":[],"_id":"KsswNOKDY5V0dEwA","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066462,"modifiedTime":1682262066462,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

\n

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by them. If the target is already @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Protection from Evil and Good","flags":{"ddbimporter":{"id":138611,"definitionId":2221,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138611,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Protection from Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Buff","Debuff","Warding"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"_id":"2Hu9cNSGM3fw45Z7","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066464,"modifiedTime":1682262066464,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Purify Food and Drink","flags":{"ddbimporter":{"id":138621,"definitionId":2223,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138621,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Purify Food and Drink","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Utility"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/light/explosion-star-small-teal.webp","effects":[],"_id":"vbTnfRocyU07TCzA","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066466,"modifiedTime":1682262066466,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

\n

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

","chat":"","unidentified":""},"source":"Player's Handbook pg 274","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[fire - Initial Damage]","fire"]],"versatile":""},"formula":"1d6[fire - At the start of each of the target's turns until the spell ends]","save":{"ability":"con","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Searing Smite","flags":{"ddbimporter":{"id":138679,"definitionId":2319,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138679,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Searing Smite","sources":[{"sourceId":2,"pageNumber":274,"sourceType":1}],"tags":["Damage"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/fire/dagger-rune-enchant-flame-orange.webp","effects":[],"_id":"B6ooGS7oTR7E3SLD","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066469,"modifiedTime":1682262066469,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"a small parchment with a bit of holy text written on it","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Shield of Faith","flags":{"ddbimporter":{"id":138707,"definitionId":2248,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138707,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield of Faith","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"_id":"ZvIMByYIn76EHkij","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066471,"modifiedTime":1682262066471,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}.

","chat":"","unidentified":""},"source":"Player's Handbook pg 282","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[thunder - The first time you hit with a melee weapon attack during this spell’s duration]","thunder"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Thunderous Smite","flags":{"ddbimporter":{"id":138848,"definitionId":2322,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138848,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Thunderous Smite","sources":[{"sourceId":2,"pageNumber":282,"sourceType":1}],"tags":["Damage","Control"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/fire/dagger-rune-enchant-flame-purple.webp","effects":[],"_id":"1VAbfSdWzvcCgwTC","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066473,"modifiedTime":1682262066473,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"type":"spell","system":{"description":{"value":"

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

","chat":"","unidentified":""},"source":"Player's Handbook pg 289","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic - The next time you hit with a melee weapon attack during this spell’s duration]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Wrathful Smite","flags":{"ddbimporter":{"id":138957,"definitionId":2324,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":3,"characterClassId":126388635,"spellLevel":1,"ability":"cha","mod":1,"dc":11,"cantripBoost":false,"overrideDC":false,"id":138957,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Wrathful Smite","sources":[{"sourceId":2,"pageNumber":289,"sourceType":1}],"tags":["Damage","Control"],"version":"3.3.15","importId":"37ISE9ebVDTu2OHY"},"midiProperties":{"magicdam":true,"magiceffect":true},"spell-class-filter-for-5e":{"parentClass":"paladin"}},"img":"icons/magic/fire/dagger-rune-enchant-flame-purple-orange.webp","effects":[],"_id":"pmo6v2lLyYtTM0vm","folder":null,"sort":0,"ownership":{"default":0,"kQuQznIFtrq4a9n8":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":1682262066475,"modifiedTime":1682262066475,"lastModifiedBy":"kQuQznIFtrq4a9n8"}},{"flags":{"ddbimporter":{"importId":"37ISE9ebVDTu2OHY"}},"name":"Divine Smite","type":"spell","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","system":{"description":{"value":"When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.\n
\n \n More Details\n \n

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

\n

\n
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For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

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The wereraven makes two weapon attacks, one of which can be with its hand crossbow.

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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.

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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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The wereraven polymorphs into a raven–humanoid hybrid or into a raven, or back into its humanoid form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.

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The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

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 The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn’t function at the start of the wereraven’s next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn’t regenerate.

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Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.

\n

In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don’t deserve it or who would abuse it.

\n

A Kindness of Wereravens. Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them.

\n

Charitable Collectors. Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.

\n

Characters as Wereravens. The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically.

\n

A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the wereraven’s bite are based on whichever is higher of the character’s Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the “Player Characters as Lycanthropes” sidebar in the lycanthropes entry in the Monster Manual for details.

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The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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