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","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":2,"weight":10,"price":5,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":"","recovery":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"scaling":"flat"},"consumableType":"trinket"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152872009,"modifiedTime":1667152872009,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"kXo4ogeybgRjw2HH","name":"Potion of Vitality","type":"consumable","img":"icons/consumables/potions/potion-flask-corled-pink-red.webp","effects":[],"folder":null,"sort":700000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Healing","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":188,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5360,"originalName":"Potion of Vitality"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.8j3zHafS6hUxAxRh"}},"system":{"description":{"value":"When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
","chat":"When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 188","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"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,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152895500,"modifiedTime":1667152895500,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"Tf6jJIB6uipioRoC","name":"Uset Bag of Holding","type":"equipment","img":"icons/containers/bags/pouch-leather-pink.webp","effects":[],"folder":null,"sort":400000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/895/636381754110020421.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/120/636284708068284913.jpeg","filterType":"Wondrous item","tags":["Utility","Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":153,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Bag-of-Holding.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4581,"originalName":"Bag of Holding"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
\nPlacing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
","chat":"This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
\nPlacing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 153","quantity":1,"weight":15,"price":0,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"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":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152950201,"modifiedTime":1667152950201,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"Tagebuch","type":"consumable","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"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":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"_id":"IPHUTuxsKhQOzg5j","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667158330734,"modifiedTime":1667158353628,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"y869WvIgCv2JGg5N","name":"Disguise Kit siegniert von green Mask","type":"tool","img":"icons/equipment/back/cloak-hooded-blue.webp","system":{"description":{"value":"This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"","baseItem":"disg","ability":"int","chatFlavor":"","proficient":1,"bonus":"","damage":{"parts":[]}},"effects":[],"folder":null,"sort":2800000,"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.items.IBhDAr7WkhWPYLVn"},"midi-qol":{"effectActivation":false}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1661787233571,"modifiedTime":1668359886883,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"cBTojMY0AHIVeWHt","name":"Potion of Growth","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-glowing-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Control","Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":187,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4707,"originalName":"Potion of Growth","pack":"dnd5e.items","originalItemName":"Potion of Growth","replaced":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.sNvX7R2ntYoEn8Wa"}},"system":{"description":{"value":"The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
\nWhen you drink this potion, you gain the \"enlarge\" effect of the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell for 1d4 hours (no concentration required).
","chat":"","unidentified":""},"source":"DMG. pg. 187","quantity":1,"weight":0.1,"price":270,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1668360443359,"modifiedTime":1675629001139,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"4 kristallkugeln des Drachen","type":"loot","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true},"_id":"kp6QHjJ8BoT8Fm70","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668974981536,"modifiedTime":1668975005911,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"family ties","type":"weapon","system":{"description":{"value":"Dieses Schwert Endstand durch den Tiefen Wunsch von Hitori ein Andenken an ihren verstorbenen Vater zu haben der sie davor bewahrt den rechten Weg zu verlassen und der ihr hilft gegen den Wahnsinn des Males anzukämpfen das ihr ihre verfluchte Mutter verpasst hat.
Diese Waffe ist eine Verschmelzung von Hitori's Feuerzahn ihrer Halskette die ein Teil von Zanes Waffe war und einer Kopie von Zanes Seele die so ist wie in Hitori in Erinnerung hat. Im Morgengrauen bevor Hitori erwacht kann man eine Geisterhafte Gestalt sehen die über ihr steht und sie Freundlich ansieht nach einiger Zeit Legt lässt die Gestalt Drei Karten auf sie fallen und verschwindet dann.
Der Geist Reagiert nicht darauf wenn er von jemandem angesprochen wird außer der Schwerträger spricht mit ihm. Er kann jedoch nicht sprechen sonder nur mittels Telepathie reden.
Der Geist:
Der Geist ist Lawful Good er erwartet von seinem Träger das er sich immer für das gute einsetzt und die Schwachen beschützt.
Wer diese Klinge führt kann seinen Spellattack und DC um +3 erhöhen und sie zählt als magic Fokus. Zudem ändert sich das Element jedes Gewirken Zauber auf Feuer wenn es der Träger möchte. Zudem Ignoriert jeglicher Feuerschaden der vom Träger oder dem Schwert gewirkt wird die Fire-resistant. Der Besitzer des Schwertes kann die Klinge erscheinen und verschwinden lassen.
Das Schwert besitz mehrere passive Eigenschaften von diesen erhält der Träger 3 zufällige. Diese Eigenschaften Werden im Morgengrauen neu ausgewürfelt.
Schwert Eigenschaften:
- Chame, Angst und Paralyze immun
- 60ft Blindsicht
- Crit Change 18+
- 20ft Movement speed
- Resistent gegen non-Magical damage
- Zweiter Geist der Träger kann 2 Konzentrationen halten muss aber die Saves mit Nachteil werfen.
- Fire Immun.
- Muss nicht mehr schlafen für eine Long Rest.
- Magiespeicher: das Schwert erhöht deine spells slots bis zu einem gesamt lvl 4.
- Multiattack Kann ein Angriff ausführen wenn ein spell gewirkt wird.
- AC +3
- Advantage auf alle Körperliche Saves.
- Einmal am Tag kann der Damage von einem Feuerschadens Spell aufs Maximum erhöht werden.
- du kannst die als Bonus Aktion 15ft Teleportieren.
- das Schwert kann einmal am Tag haste auf dich kansten. Die klinge hält die Konzentration.
- Das Schwert ermöglicht es dir jeden der folgenden Spells einmal pro Tag kostenlos zu Casten: Scorching Ray lvl 2, Fireball lvl 3
- Das Schwert kann sich frei bewegen und es nutzt deine Bonusaktion um Anzugreifen. 30ft Flying speed.
- Das Schwert kann Zweimal am Tag für 10 Minuten ein Perfektes Double vom Träger erschaffen jedoch kann nur entweder das Original oder das Double angreifen nicht beide.
- Du kannst einen Spell Slot pro short rest zurückgewinnen der der hälfte deiner Sources lvl entspricht maximal lvl6.
- Lucky feat.
Requires attunement by a Schwert der Feuerprinzessin
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"IRqvwFq5pG37c0Gx","amount":1},"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":false}},"flags":{"ddbimporter":{"id":372,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Transmuted Spell","choiceId":"3-24-256410505","componentId":372,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"img":"icons/magic/symbols/runes-star-blue.webp","effects":[],"_id":"s2GwHfU7oRJAv7sr","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736059,"modifiedTime":1670153737213,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Metamagic: Quickened Spell","type":"feat","system":{"description":{"value":"At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"IRqvwFq5pG37c0Gx","amount":1},"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":false}},"flags":{"ddbimporter":{"id":372,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Quickened Spell","choiceId":"3-26-256410740","componentId":372,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"img":"icons/magic/time/clock-stopwatch-white-blue.webp","effects":[],"_id":"vVOnbzP3Zku2QYVe","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736061,"modifiedTime":1670153737213,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Aberrant Dragonmark: Green-Flame Blade","type":"feat","system":{"description":{"value":"You learn a cantrip and 1st-level spell from the sorcerer spell list. You learn and can cast that spell at its lowest level once per short rest.\nWhen you cast this spell with your aberrant mark, you can use one of your Hit Dice and roll it. Immediately after you cast the spell, roll the Hit Die. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
\n\n
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
\nYou also develop a random flaw from the Aberrant Dragonmark Flaws table.
\nd8 | \nFlaw | \n
---|---|
1 | \nYour mark is a source of constant physical pain. | \n
2 | \nYour mark whispers to you. Its meaning can be unclear. | \n
3 | \nWhen you’re stressed, the mark hisses audibly. | \n
4 | \nThe skin around the mark is burned, scaly, or withered. | \n
5 | \nAnimals are uneasy around you. | \n
6 | \nYou have a mood swing any time you use your mark. | \n
7 | \nYour looks change slightly whenever you use the mark. | \n
8 | \nYou have horrific nightmares after you use your mark. | \n
\nOPTION: GREATER ABERRANT POWERS
\nAt the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
\nIf the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
\n
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
\n \nYou magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
\n\n
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
\nYou also develop a random flaw from the Aberrant Dragonmark Flaws table.
\nd8 | \nFlaw | \n
---|---|
1 | \nYour mark is a source of constant physical pain. | \n
2 | \nYour mark whispers to you. Its meaning can be unclear. | \n
3 | \nWhen you’re stressed, the mark hisses audibly. | \n
4 | \nThe skin around the mark is burned, scaly, or withered. | \n
5 | \nAnimals are uneasy around you. | \n
6 | \nYou have a mood swing any time you use your mark. | \n
7 | \nYour looks change slightly whenever you use the mark. | \n
8 | \nYou have horrific nightmares after you use your mark. | \n
\nOPTION: GREATER ABERRANT POWERS
\nAt the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
\nIf the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
\n
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
\n \nWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"charges","target":"IRqvwFq5pG37c0Gx","amount":1},"ability":"","actionType":"other","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":false}},"flags":{"ddbimporter":{"id":"2772169","entityTypeId":"222216831","componentId":1306600,"componentTypeId":258900837,"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"img":"icons/magic/light/hand-sparks-smoke-teal.webp","effects":[],"_id":"LPZppU2ByJdpOQ4y","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736075,"modifiedTime":1670153737212,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[fire - Warm Shield - Reactive Damage: within 5 feet, melee attack]","fire"],["2d8[cold - Chill Shield - Reactive Damage: within 5 feet, melee attack]","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a bit of phosphorus or a firefly"},"materials":{"value":"a bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Fire Shield","flags":{"ddbimporter":{"id":117463,"definitionId":2104,"entityTypeId":341470558,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":4,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":117463,"entityTypeId":341470558,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fire Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":242,"sourceType":1}],"tags":["Damage","Buff"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"img":"icons/magic/defensive/shield-barrier-flaming-pentagon-red.webp","effects":[],"_id":"zbAXJXG4P5iYrhYB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736077,"modifiedTime":1670153736077,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
\nHailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[bludgeoning] +7 +3","bludgeoning"],["4d6[cold]","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of dust and a few drops of water"},"materials":{"value":"a pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Fire Storm","flags":{"ddbimporter":{"id":138338,"definitionId":2151,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":4,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138338,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Ice Storm","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":252,"sourceType":1}],"tags":["Damage","Control"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"img":"icons/magic/water/projectiles-ice-faceted-shard-salvo-blue.webp","effects":[],"_id":"TZFTKkml3ZrnLPTG","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736080,"modifiedTime":1671393304808,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell "},"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":null,"per":"","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":false,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Counterspell","flags":{"ddbimporter":{"id":136448,"definitionId":2051,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136448,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Counterspell","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":228,"sourceType":1}],"tags":["Negation"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"img":"icons/skills/melee/strike-blade-hooked-orange-blue.webp","effects":[],"_id":"VEYvXCdhvyZJmtF4","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736082,"modifiedTime":1670153736082,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","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.
\nThe fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
\nAt 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":null,"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":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire] +7 +3","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":"always","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball","flags":{"ddbimporter":{"id":136815,"definitionId":2102,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136815,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false,"autoFailFriendly":false,"autoSaveFriendly":false,"offHandWeapon":false}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"iFWNwTbpn0MRrvGt","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670153736087,"modifiedTime":1674415405497,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
","chat":"","unidentified":""},"source":"Sword Coast Adventurer's Guide pg 142","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":5,"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":"con","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["0 +7 +3","fire"]],"versatile":"@mod","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a melee weapon worth at least 1 sp"},"materials":{"value":"a melee weapon worth at least 1 sp","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Green-Flame Blade","flags":{"ddbimporter":{"id":74029,"definitionId":2411,"entityTypeId":420821570,"dndbeyond":{"lookup":"feat","lookupName":"Aberrant Dragonmark","lookupId":26817,"level":null,"ability":"con","mod":3,"dc":15,"overrideDC":false,"id":74029,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Green-Flame Blade","sources":[{"sourceId":13,"pageNumber":142,"sourceType":1}],"tags":["Damage","Combat"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false,"autoFailFriendly":false,"autoSaveFriendly":false,"offHandWeapon":false}},"img":"icons/skills/melee/blade-tip-energy-green.webp","effects":[],"_id":"sMThhumRnYinWtQM","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670153736089,"modifiedTime":1674415222395,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"Champion","type":"subclass","system":{"description":{"value":"The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
@Compendium[world.ddb-graus-dnd-class-features.wHTclnL7XKrJSgXv]{Improved Critical}
\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
\n\n@Compendium[world.ddb-graus-dnd-class-features.tUDmqMobmqqX6L9a]{Remarkable Athlete}
\nStarting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ATIMBkjtJAoiAaAl]{Additional Fighting Style}
\nAt 10th level, you can choose a second option from the Fighting Style class feature.
\n\n@Compendium[world.ddb-graus-dnd-class-features.158f1bvxI8Qf53hk]{Superior Critical}
\nStarting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
\n\n@Compendium[world.ddb-graus-dnd-class-features.x0KqNU8o4D2z0lm3]{Survivor}
\nAt 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
\n\n","chat":"","unidentified":""},"source":"","identifier":"champion","classIdentifier":"fighter","advancement":[{"_id":"Wmgxy64nTagKzQK7","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wHTclnL7XKrJSgXv"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"NlbXSaWEYQBNndPm","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.tUDmqMobmqqX6L9a"]},"value":{},"level":7,"title":"Features","icon":"","classRestriction":""},{"_id":"LtSLqS7JISGeLT7D","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ATIMBkjtJAoiAaAl"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"0rYJL4mS03gqFb0H","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.158f1bvxI8Qf53hk"]},"value":{},"level":15,"title":"Features","icon":"","classRestriction":""},{"_id":"zgzVD7Rw41rNurqO","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.x0KqNU8o4D2z0lm3"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":81489971,"id":16,"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Champion"}}},"_id":"K5Y9gDMgkAVBtvyQ","img":"icons/skills/melee/maneuver-greatsword-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736311,"modifiedTime":1670153736311,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighter","type":"class","system":{"description":{"value":"A master of martial combat, skilled with a variety of weapons and armor
\nHit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Hit Points
\nHit 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
@Compendium[world.ddb-graus-dnd-class-features.K1BQPDCFIpy63HMI]{Fighting Style Options}
\n1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
Proficiencies
\nArmor: 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}
@Compendium[world.ddb-graus-dnd-class-features.uIBA2AJqkiiQtcAD]{Fighting Style}
\nYou 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\nSecond Wind
\nYou 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\nAction Surge
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce 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\nMartial Archetype
\nAt 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@Compendium[world.ddb-graus-dnd-class-features.bHFJppsSSVi3OGXq]{Martial Versatility}
\n4th-level fighter feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Ability Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Y4VKSfQ1JH5UevRj]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\nIndomitable
\nBeginning 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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYour innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
@Compendium[world.ddb-graus-dnd-class-features.VOgxdtM5fujW4vMB]{Dragon Ancestor}
\nAt 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
\nDragon | \nDamage Type | \n
---|---|
\n Black \n | \n\n Acid \n | \n
\n Blue \n | \n\n Lightning \n | \n
\n Brass \n | \n\n Fire \n | \n
\n Bronze \n | \n\n Lightning \n | \n
\n Copper \n | \n\n Acid \n | \n
\n Gold \n | \n\n Fire \n | \n
\n Green \n | \n\n Poison \n | \n
\n Red \n | \n\n Fire \n | \n
\n Silver \n | \n\n Cold \n | \n
\n White \n | \n\n Cold \n | \n
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
\n\n@Compendium[world.ddb-graus-dnd-class-features.zOZFPvBmFIxP8034]{Draconic Resilience}
\nAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
\n\nElemental Affinity (Fire)
\nStarting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
\n\n@Compendium[world.ddb-graus-dnd-class-features.J1zuWPIbeaZ5wpur]{Dragon Wings}
\nAt 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
\nYou can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
\n\n@Compendium[world.ddb-graus-dnd-class-features.DEOiVtrxd6PozuUG]{Draconic Presence}
\nBeginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} (if you chose awe) or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
\n\n","chat":"","unidentified":""},"source":"","identifier":"draconic-bloodline","classIdentifier":"sorcerer","advancement":[{"_id":"dJ5tZxqCvyI6TFZH","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VOgxdtM5fujW4vMB","Compendium.world.ddb-graus-dnd-class-features.zOZFPvBmFIxP8034"]},"value":{},"level":1,"title":"Features","icon":"","classRestriction":""},{"_id":"St1N3JD3T73U2pfa","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.J1zuWPIbeaZ5wpur"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""},{"_id":"b7G5BDBerewIkRTM","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.DEOiVtrxd6PozuUG"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":81490002,"id":24,"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Draconic Bloodline"}}},"_id":"7jIHyff6w5FrtQpz","img":"icons/creatures/reptiles/dragon-horned-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736334,"modifiedTime":1670153736334,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sorcerer","type":"class","system":{"description":{"value":"A spellcaster who draws on inherent magic from a gift or bloodline
\nHit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma
Hit Points
\nHit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
@Compendium[world.ddb-graus-dnd-class-features.LvbETKgBahWw30eQ]{Additional Sorcerer Spells}
\n1st-level sorcerer feature
The spells in the following list expand the sorcerer spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
1st | \nGrease, Tasha’s caustic brew * | \n
2nd | \nFlame blade, Flaming sphere, Magic weapon, Tasha’s mind whip * | \n
3rd | \nIntellect fortress *, Vampiric touch | \n
4th | \nFire shield | \n
5th | \nBigby’s hand | \n
6th | \nFlesh to stone, Otiluke’s freezing sphere, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
8th | \nDemiplane | \n
9th | \nBlade of disaster * | \n
Proficiencies
\nArmor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.5ZCsHPSNsOdBuKse]{Spellcasting}
\nAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
\nThe Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
\nYou know two 1st-level spells of your choice from the sorcerer spell list.
\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
\n\nSorcerous Origin
\nChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
\n\nFont of Magic
\nAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.nRcY24OVx1448lCP]{Metamagic Options}
\n3rd-level sorcerer feature
When you choose Metamagic options, you have access to the following additional options.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Metamagic
\nAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
\n\n@Compendium[world.ddb-graus-dnd-class-features.5L3odR8eyF21D6iN]{Sorcerous Versatility}
\n4th-level sorcerer feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Ability Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TRsdHT3HhBIKOFcd]{Magical Guidance}
\n5th-level sorcerer feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Sorcerous Restoration
\nAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYou can use the following traits to represent your character’s lineage, giving you full control over how your character’s origin shaped them:
\nLineage Traits
+2 to an Ability Score, a Feat of your choice, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision} or skill proficiency
Ability Score Increase
\nOne Ability Score of your choice increases by 2.
\n\nCreature Type
\nYou are a humanoid. You determine your appearance and whether you resemble any of your kin.
\n\nSize
\nYou are Small or Medium (your choice).
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\nFeat
\nYou gain one feat of your choice for which you qualify.
\n\nVariable Trait
\nYou gain one of the following options of your choice: (a) @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice.
\n\nLanguages
\nYou can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
\n\n","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 8","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"entityRaceId":568573,"version":"3.1.23","baseName":"Custom Lineage","moreDetailsUrl":"/races/568573-custom-lineage","baseRaceId":568573,"baseRaceName":"Custom Lineage","fullName":"Custom Lineage","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"img":null,"_id":"Iir8G266JNs0cTFh","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736768,"modifiedTime":1670153736768,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Creature Type","type":"feat","system":{"description":{"value":"You are a humanoid. You determine your appearance and whether you resemble any of your kin.
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 9","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":4729689,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":1},"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"_id":"0CDtjLyaMwY52Yt8","img":"icons/environment/creatures/gargoyle-grey-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736770,"modifiedTime":1670153736770,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feat","type":"feat","system":{"description":{"value":"You gain one feat of your choice for which you qualify.
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 8","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":4729693,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":5},"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"_id":"BlJ7fWVMQEiEcdOt","img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736771,"modifiedTime":1670153736771,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Variable Trait: Darkvision","type":"feat","system":{"description":{"value":"You gain one of the following options of your choice: (a) @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice.
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision} with a range of 60 feet.
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 8","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":4729694,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6,"choice":{"label":"Darkvision","choiceId":"8-0-36265487","componentId":4729694,"componentTypeId":1960452172,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"race"}},"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"_id":"yqtzrLwV224QfRYX","img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736773,"modifiedTime":1670153736773,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style Options","type":"feat","system":{"description":{"value":"1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
\n
1st-level sorcerer feature
The spells in the following list expand the sorcerer spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
1st | \nGrease, Tasha’s caustic brew * | \n
2nd | \nFlame blade, Flaming sphere, Magic weapon, Tasha’s mind whip * | \n
3rd | \nIntellect fortress *, Vampiric touch | \n
4th | \nFire shield | \n
5th | \nBigby’s hand | \n
6th | \nFlesh to stone, Otiluke’s freezing sphere, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
8th | \nDemiplane | \n
9th | \nBlade of disaster * | \n
\n
4th-level sorcerer feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
3rd-level sorcerer feature
When you choose Metamagic options, you have access to the following additional options.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
","chat":"","unidentified":""},"source":"Fighter","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":191,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Dueling","choiceId":"3-0-176664165","componentId":191,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter"},"class":"Fighter","subclass":"Champion","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"xq6C4sb2p5tezdB3","img":"icons/skills/melee/hand-grip-sword-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736787,"modifiedTime":1670153736787,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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":0,"condition":""},"duration":{"value":null,"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":0,"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":194,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter"},"class":"Fighter","subclass":"Champion","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"aInj6tUbAEpYwiV3","img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736788,"modifiedTime":1670153736788,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Improved Critical","type":"feat","system":{"description":{"value":"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
","chat":"","unidentified":""},"source":"Fighter : Champion","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":215,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Champion"},"class":"Fighter","subclass":"Champion","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"o3y0HsU9pNhNi810","img":"icons/skills/melee/blade-tip-chipped-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736790,"modifiedTime":1670153736790,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
\nThe Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
\nYou know two 1st-level spells of your choice from the sorcerer spell list.
\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":369,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"bFvgnWsbatX9N60E","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736795,"modifiedTime":1670153736795,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sorcerous Origin","type":"feat","system":{"description":{"value":"Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":370,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"BAjSoX6eK3W2vMFR","img":"icons/magic/fire/beam-jet-stream-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736797,"modifiedTime":1670153736797,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Font of Magic","type":"feat","system":{"description":{"value":"At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":371,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1}],"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"65TnoAdxEfdm2Loy","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736806,"modifiedTime":1670153736806,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Dragon Ancestor: Red Dragon","type":"feat","system":{"description":{"value":"At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
\nDragon | \nDamage Type | \n
---|---|
\n Black \n | \n\n Acid \n | \n
\n Blue \n | \n\n Lightning \n | \n
\n Brass \n | \n\n Fire \n | \n
\n Bronze \n | \n\n Lightning \n | \n
\n Copper \n | \n\n Acid \n | \n
\n Gold \n | \n\n Fire \n | \n
\n Green \n | \n\n Poison \n | \n
\n Red \n | \n\n Fire \n | \n
\n Silver \n | \n\n Cold \n | \n
\n White \n | \n\n Cold \n | \n
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
","chat":"","unidentified":""},"source":"Sorcerer : Draconic Bloodline","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":376,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Red Dragon","choiceId":"3-0-212445920","componentId":376,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer : Draconic Bloodline"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"p6fCQfsGJ0xoWPHV","img":"icons/creatures/abilities/dragon-fire-breath-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736817,"modifiedTime":1670153736817,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Draconic Resilience","type":"feat","system":{"description":{"value":"As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
","chat":"","unidentified":""},"source":"Sorcerer : Draconic Bloodline","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":377,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer : Draconic Bloodline"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"2kBTtI8y6L2tiMYg","img":"icons/creatures/claws/claw-scaled-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736819,"modifiedTime":1670153736819,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Tough","type":"feat","system":{"description":{"value":"Your HP maximum increases by 22.\n\n
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
\n \nYour family name strikes fear and admiration in the hearts of the common folk — but that’s got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn’t all hugs and kisses.
You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you’d be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.
In the end, all you have to show for your lineage is your name. Most of the family’s money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.
You know and have met any number of powerful people across the land — and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM’s discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.
\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\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.
\nOnce 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\n
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
\n \n\n
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
\n \n\n
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
\n \n\n
5th-level sorcerer feature
\nYou can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
\n \nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
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","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","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":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Feuer Schritt","flags":{"ddbimporter":{"id":138507,"definitionId":2195,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":2,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138507,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Misty Step","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Teleportation"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"DAM6pQ9gxA3cIbcL","img":"icons/magic/control/debuff-energy-snare-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736857,"modifiedTime":1670153736857,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"An @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","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":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Feuer Schild","flags":{"ddbimporter":{"id":138701,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":1,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138701,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"7QZCekOHyyk5IZxQ","img":"icons/equipment/shield/kite-wooden-oak-glow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736859,"modifiedTime":1670153736859,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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.
\nThe 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":null,"per":"","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":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136566,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":1,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136566,"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":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"0L7YqBPuK6gKaoYj","img":"icons/magic/light/explosion-star-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736861,"modifiedTime":1670153736861,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
\nYou instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
\nYou instantaneously extinguish the flames within the cube.
\nYou double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
\nYou cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
\nIf 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":"Elemental Evil Player's Companion pg 152","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","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":false,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Gehorchende Flammen","flags":{"ddbimporter":{"id":137959,"definitionId":2374,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":137959,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Control Flames","sources":[{"sourceId":4,"pageNumber":152,"sourceType":1}],"tags":["Control"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"J14pI9DNro7GgrIO","img":"icons/sundries/lights/candles-lit-red-evil.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736864,"modifiedTime":1670153736864,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rsak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[fire] +7+3","fire"]],"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":"always","prepared":false},"scaling":{"mode":"cantrip","formula":"1d10"}},"name":"Fliegende Klinge","flags":{"ddbimporter":{"id":136818,"definitionId":2103,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136818,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Fire Bolt","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":242,"sourceType":1}],"tags":["Damage"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"fumbleThreshold":null,"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"_id":"fvfcUBPmdXQEak8E","img":"icons/magic/light/beam-rays-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736866,"modifiedTime":1671391409844,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 259","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","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":true,"ritual":false,"concentration":false,"value":"two lodestones"},"materials":{"value":"two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mending","flags":{"ddbimporter":{"id":138477,"definitionId":2187,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138477,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mending","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":259,"sourceType":1}],"tags":["Utility"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"HpjCrQiMObMBQ5HB","img":"icons/magic/air/wind-stream-purple-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736868,"modifiedTime":1670153736868,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
\nThe bonfire ignites flammable objects in its area that aren’t being worn or carried.
\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 152","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[fire] +7+3","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Feuerausbruch","flags":{"ddbimporter":{"id":137965,"definitionId":2373,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":137965,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Create Bonfire","sources":[{"sourceId":4,"pageNumber":152,"sourceType":1}],"tags":["Damage","Control"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"_id":"hMyY5I8ThUGkTkmk","img":"icons/magic/fire/flame-burning-campfire-rocks.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736871,"modifiedTime":1671391419917,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","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.
\nYou 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.
\nThe 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":null,"per":"","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":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138434,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138434,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Hand","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"ilBbdDbXdo7kIYky","img":"icons/magic/water/water-hand.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736873,"modifiedTime":1670153736873,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 161","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"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":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[fire - 6 Meteors] +7 +3","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"niter, sulfur, and pine tar formed into a bead"},"materials":{"value":"niter, sulfur, and pine tar formed into a bead","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"2"}},"name":"Melf's Minute Meteors","flags":{"ddbimporter":{"id":138194,"definitionId":2393,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138194,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Melf's Minute Meteors","sources":[{"sourceId":4,"pageNumber":161,"sourceType":1}],"tags":["Damage"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"_id":"8ArvJBuyjYBGa5wP","img":"icons/magic/fire/explosion-embers-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736875,"modifiedTime":1671391472901,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
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\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
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\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
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As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:
The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.
*Found in the Dungeon Master’s Guide.
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","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":2,"weight":0.1,"price":150,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d4 + 4","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"consumes":{"type":"","target":null,"amount":null},"charges":{"value":1,"max":1,"_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667149903000,"modifiedTime":1667151040978,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"Kristall","type":"consumable","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":2,"weight":0,"price":500,"attunement":0,"equipped":false,"rarity":"","identified":true,"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":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"_id":"HrFJg91LERlkANgt","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667150162455,"modifiedTime":1668369217603,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"gJ0jAvMURiOyprbm","name":"Blastin Powder","type":"consumable","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"flags":{"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}},"quickSave":{"value":true,"altValue":true},"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}}},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false}},"system":{"description":{"value":"
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
\nA character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
","chat":"","unidentified":""},"source":"","quantity":4,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"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":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"potion"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152821674,"modifiedTime":1667152821674,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"TjsKGne3NOq4yrCU","name":"Manacles","type":"consumable","img":"icons/weapons/misc/whip-red-yellow.webp","effects":[],"folder":null,"sort":900000,"flags":{},"system":{"description":{"value":"These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":5,"weight":6,"price":2,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":"Creature must be Small or Medium."},"duration":{"value":null,"units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":1,"per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":20,"scaling":"flat"},"consumableType":"trinket"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152844182,"modifiedTime":1668971396936,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"nonb9zMjfNICOeNq","name":"Chain (10 feet)","type":"consumable","img":"icons/weapons/misc/whip-red-yellow.webp","effects":[],"folder":null,"sort":1000000,"flags":{},"system":{"description":{"value":"A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
","chat":"","unidentified":""},"source":"PHB pg. 151","quantity":2,"weight":10,"price":5,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":"","recovery":"","autoDestroy":false,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":20,"scaling":"flat"},"consumableType":"trinket"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152872009,"modifiedTime":1667152872009,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"kXo4ogeybgRjw2HH","name":"Potion of Vitality","type":"consumable","img":"icons/consumables/potions/potion-flask-corled-pink-red.webp","effects":[],"folder":null,"sort":700000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Healing","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":188,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5360,"originalName":"Potion of Vitality"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.8j3zHafS6hUxAxRh"}},"system":{"description":{"value":"When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
","chat":"When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 188","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"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,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152895500,"modifiedTime":1667152895500,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"Tf6jJIB6uipioRoC","name":"Uset Bag of Holding","type":"equipment","img":"icons/containers/bags/pouch-leather-pink.webp","effects":[],"folder":null,"sort":400000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/895/636381754110020421.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/120/636284708068284913.jpeg","filterType":"Wondrous item","tags":["Utility","Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":153,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Bag-of-Holding.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4581,"originalName":"Bag of Holding"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
\nPlacing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
","chat":"This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
\nPlacing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 153","quantity":1,"weight":15,"price":0,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"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":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152950201,"modifiedTime":1667152950201,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"Tagebuch","type":"consumable","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"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":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"_id":"IPHUTuxsKhQOzg5j","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667158330734,"modifiedTime":1667158353628,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"y869WvIgCv2JGg5N","name":"Disguise Kit siegniert von green Mask","type":"tool","img":"icons/equipment/back/cloak-hooded-blue.webp","system":{"description":{"value":"This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":3,"price":25,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"","baseItem":"disg","ability":"int","chatFlavor":"","proficient":1,"bonus":"","damage":{"parts":[]}},"effects":[],"folder":null,"sort":2800000,"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.items.IBhDAr7WkhWPYLVn"},"midi-qol":{"effectActivation":false}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1661787233571,"modifiedTime":1668359886883,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"cBTojMY0AHIVeWHt","name":"Potion of Growth","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-glowing-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Control","Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":187,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4707,"originalName":"Potion of Growth","pack":"dnd5e.items","originalItemName":"Potion of Growth","replaced":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.sNvX7R2ntYoEn8Wa"}},"system":{"description":{"value":"The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
\nWhen you drink this potion, you gain the \"enlarge\" effect of the @Compendium[dnd5e.spells.WahI41a3goVUg0x1]{Enlarge/Reduce} spell for 1d4 hours (no concentration required).
","chat":"","unidentified":""},"source":"DMG. pg. 187","quantity":1,"weight":0.1,"price":270,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1668360443359,"modifiedTime":1675629001139,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"4 kristallkugeln des Drachen","type":"loot","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true},"_id":"kp6QHjJ8BoT8Fm70","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668974981536,"modifiedTime":1668975005911,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"family ties","type":"weapon","system":{"description":{"value":"Dieses Schwert Endstand durch den Tiefen Wunsch von Hitori ein Andenken an ihren verstorbenen Vater zu haben der sie davor bewahrt den rechten Weg zu verlassen und der ihr hilft gegen den Wahnsinn des Males anzukämpfen das ihr ihre verfluchte Mutter verpasst hat.
Diese Waffe ist eine Verschmelzung von Hitori's Feuerzahn ihrer Halskette die ein Teil von Zanes Waffe war und einer Kopie von Zanes Seele die so ist wie in Hitori in Erinnerung hat. Im Morgengrauen bevor Hitori erwacht kann man eine Geisterhafte Gestalt sehen die über ihr steht und sie Freundlich ansieht nach einiger Zeit Legt lässt die Gestalt Drei Karten auf sie fallen und verschwindet dann.
Der Geist Reagiert nicht darauf wenn er von jemandem angesprochen wird außer der Schwerträger spricht mit ihm. Er kann jedoch nicht sprechen sonder nur mittels Telepathie reden.
Der Geist:
Der Geist ist Lawful Good er erwartet von seinem Träger das er sich immer für das gute einsetzt und die Schwachen beschützt.
Wer diese Klinge führt kann seinen Spellattack und DC um +3 erhöhen und sie zählt als magic Fokus. Zudem ändert sich das Element jedes Gewirken Zauber auf Feuer wenn es der Träger möchte. Zudem Ignoriert jeglicher Feuerschaden der vom Träger oder dem Schwert gewirkt wird die Fire-resistant. Der Besitzer des Schwertes kann die Klinge erscheinen und verschwinden lassen.
Das Schwert besitz mehrere passive Eigenschaften von diesen erhält der Träger 3 zufällige. Diese Eigenschaften Werden im Morgengrauen neu ausgewürfelt.
Schwert Eigenschaften:
- Chame, Angst und Paralyze immun
- 60ft Blindsicht
- Crit Change 18+
- 20ft Movement speed
- Resistent gegen non-Magical damage
- Zweiter Geist der Träger kann 2 Konzentrationen halten muss aber die Saves mit Nachteil werfen.
- Fire Immun.
- Muss nicht mehr schlafen für eine Long Rest.
- Magiespeicher: das Schwert erhöht deine spells slots bis zu einem gesamt lvl 4.
- Multiattack Kann ein Angriff ausführen wenn ein spell gewirkt wird.
- AC +3
- Advantage auf alle Körperliche Saves.
- Einmal am Tag kann der Damage von einem Feuerschadens Spell aufs Maximum erhöht werden.
- du kannst die als Bonus Aktion 15ft Teleportieren.
- das Schwert kann einmal am Tag haste auf dich kansten. Die klinge hält die Konzentration.
- Das Schwert ermöglicht es dir jeden der folgenden Spells einmal pro Tag kostenlos zu Casten: Scorching Ray lvl 2, Fireball lvl 3
- Das Schwert kann sich frei bewegen und es nutzt deine Bonusaktion um Anzugreifen. 30ft Flying speed.
- Das Schwert kann Zweimal am Tag für 10 Minuten ein Perfektes Double vom Träger erschaffen jedoch kann nur entweder das Original oder das Double angreifen nicht beide.
- Du kannst einen Spell Slot pro short rest zurückgewinnen der der hälfte deiner Sources lvl entspricht maximal lvl6.
- Lucky feat.
Requires attunement by a Schwert der Feuerprinzessin
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"IRqvwFq5pG37c0Gx","amount":1},"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":false}},"flags":{"ddbimporter":{"id":372,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Transmuted Spell","choiceId":"3-24-256410505","componentId":372,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"img":"icons/magic/symbols/runes-star-blue.webp","effects":[],"_id":"s2GwHfU7oRJAv7sr","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736059,"modifiedTime":1670153737213,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Metamagic: Quickened Spell","type":"feat","system":{"description":{"value":"At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","per":null,"recovery":""},"consume":{"type":"charges","target":"IRqvwFq5pG37c0Gx","amount":1},"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":false}},"flags":{"ddbimporter":{"id":372,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Quickened Spell","choiceId":"3-26-256410740","componentId":372,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"img":"icons/magic/time/clock-stopwatch-white-blue.webp","effects":[],"_id":"vVOnbzP3Zku2QYVe","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736061,"modifiedTime":1670153737213,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Aberrant Dragonmark: Green-Flame Blade","type":"feat","system":{"description":{"value":"You learn a cantrip and 1st-level spell from the sorcerer spell list. You learn and can cast that spell at its lowest level once per short rest.\nWhen you cast this spell with your aberrant mark, you can use one of your Hit Dice and roll it. Immediately after you cast the spell, roll the Hit Die. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
\n\n
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
\nYou also develop a random flaw from the Aberrant Dragonmark Flaws table.
\nd8 | \nFlaw | \n
---|---|
1 | \nYour mark is a source of constant physical pain. | \n
2 | \nYour mark whispers to you. Its meaning can be unclear. | \n
3 | \nWhen you’re stressed, the mark hisses audibly. | \n
4 | \nThe skin around the mark is burned, scaly, or withered. | \n
5 | \nAnimals are uneasy around you. | \n
6 | \nYou have a mood swing any time you use your mark. | \n
7 | \nYour looks change slightly whenever you use the mark. | \n
8 | \nYou have horrific nightmares after you use your mark. | \n
\nOPTION: GREATER ABERRANT POWERS
\nAt the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
\nIf the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
\n
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
\n \nYou magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
\n\n
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:
\nYou also develop a random flaw from the Aberrant Dragonmark Flaws table.
\nd8 | \nFlaw | \n
---|---|
1 | \nYour mark is a source of constant physical pain. | \n
2 | \nYour mark whispers to you. Its meaning can be unclear. | \n
3 | \nWhen you’re stressed, the mark hisses audibly. | \n
4 | \nThe skin around the mark is burned, scaly, or withered. | \n
5 | \nAnimals are uneasy around you. | \n
6 | \nYou have a mood swing any time you use your mark. | \n
7 | \nYour looks change slightly whenever you use the mark. | \n
8 | \nYou have horrific nightmares after you use your mark. | \n
\nOPTION: GREATER ABERRANT POWERS
\nAt the DM’s option, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of the Dungeon Master’s Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
\nIf the character gains a boon, the DM chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
\n
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
\n \nWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"charges","target":"IRqvwFq5pG37c0Gx","amount":1},"ability":"","actionType":"other","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":false}},"flags":{"ddbimporter":{"id":"2772169","entityTypeId":"222216831","componentId":1306600,"componentTypeId":258900837,"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"img":"icons/magic/light/hand-sparks-smoke-teal.webp","effects":[],"_id":"LPZppU2ByJdpOQ4y","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736075,"modifiedTime":1670153737212,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
\nThe flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
\nIn addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[fire - Warm Shield - Reactive Damage: within 5 feet, melee attack]","fire"],["2d8[cold - Chill Shield - Reactive Damage: within 5 feet, melee attack]","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a bit of phosphorus or a firefly"},"materials":{"value":"a bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Fire Shield","flags":{"ddbimporter":{"id":117463,"definitionId":2104,"entityTypeId":341470558,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":4,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":117463,"entityTypeId":341470558,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fire Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":242,"sourceType":1}],"tags":["Damage","Buff"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"img":"icons/magic/defensive/shield-barrier-flaming-pentagon-red.webp","effects":[],"_id":"zbAXJXG4P5iYrhYB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736077,"modifiedTime":1670153736077,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
\nHailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"cylinder"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[bludgeoning] +7 +3","bludgeoning"],["4d6[cold]","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of dust and a few drops of water"},"materials":{"value":"a pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Fire Storm","flags":{"ddbimporter":{"id":138338,"definitionId":2151,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":4,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138338,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Ice Storm","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":252,"sourceType":1}],"tags":["Damage","Control"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"img":"icons/magic/water/projectiles-ice-faceted-shard-salvo-blue.webp","effects":[],"_id":"TZFTKkml3ZrnLPTG","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736080,"modifiedTime":1671393304808,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 228","activation":{"type":"reaction","cost":1,"condition":"which you take when you see a creature within 60 feet of you casting a spell "},"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":null,"per":"","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":false,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Counterspell","flags":{"ddbimporter":{"id":136448,"definitionId":2051,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136448,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Counterspell","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":228,"sourceType":1}],"tags":["Negation"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"img":"icons/skills/melee/strike-blade-hooked-orange-blue.webp","effects":[],"_id":"VEYvXCdhvyZJmtF4","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736082,"modifiedTime":1670153736082,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","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.
\nThe fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
\nAt 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":null,"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":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire] +7 +3","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":"always","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball","flags":{"ddbimporter":{"id":136815,"definitionId":2102,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136815,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false,"autoFailFriendly":false,"autoSaveFriendly":false,"offHandWeapon":false}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"iFWNwTbpn0MRrvGt","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670153736087,"modifiedTime":1674415405497,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
\nThis spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
","chat":"","unidentified":""},"source":"Sword Coast Adventurer's Guide pg 142","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":5,"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":"con","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["0 +7 +3","fire"]],"versatile":"@mod","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a melee weapon worth at least 1 sp"},"materials":{"value":"a melee weapon worth at least 1 sp","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Green-Flame Blade","flags":{"ddbimporter":{"id":74029,"definitionId":2411,"entityTypeId":420821570,"dndbeyond":{"lookup":"feat","lookupName":"Aberrant Dragonmark","lookupId":26817,"level":null,"ability":"con","mod":3,"dc":15,"overrideDC":false,"id":74029,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Green-Flame Blade","sources":[{"sourceId":13,"pageNumber":142,"sourceType":1}],"tags":["Damage","Combat"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false,"autoFailFriendly":false,"autoSaveFriendly":false,"offHandWeapon":false}},"img":"icons/skills/melee/blade-tip-energy-green.webp","effects":[],"_id":"sMThhumRnYinWtQM","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670153736089,"modifiedTime":1674415222395,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"name":"Champion","type":"subclass","system":{"description":{"value":"The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
@Compendium[world.ddb-graus-dnd-class-features.wHTclnL7XKrJSgXv]{Improved Critical}
\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
\n\n@Compendium[world.ddb-graus-dnd-class-features.tUDmqMobmqqX6L9a]{Remarkable Athlete}
\nStarting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ATIMBkjtJAoiAaAl]{Additional Fighting Style}
\nAt 10th level, you can choose a second option from the Fighting Style class feature.
\n\n@Compendium[world.ddb-graus-dnd-class-features.158f1bvxI8Qf53hk]{Superior Critical}
\nStarting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
\n\n@Compendium[world.ddb-graus-dnd-class-features.x0KqNU8o4D2z0lm3]{Survivor}
\nAt 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
\n\n","chat":"","unidentified":""},"source":"","identifier":"champion","classIdentifier":"fighter","advancement":[{"_id":"Wmgxy64nTagKzQK7","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wHTclnL7XKrJSgXv"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"NlbXSaWEYQBNndPm","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.tUDmqMobmqqX6L9a"]},"value":{},"level":7,"title":"Features","icon":"","classRestriction":""},{"_id":"LtSLqS7JISGeLT7D","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ATIMBkjtJAoiAaAl"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"0rYJL4mS03gqFb0H","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.158f1bvxI8Qf53hk"]},"value":{},"level":15,"title":"Features","icon":"","classRestriction":""},{"_id":"zgzVD7Rw41rNurqO","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.x0KqNU8o4D2z0lm3"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":81489971,"id":16,"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Champion"}}},"_id":"K5Y9gDMgkAVBtvyQ","img":"icons/skills/melee/maneuver-greatsword-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736311,"modifiedTime":1670153736311,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighter","type":"class","system":{"description":{"value":"A master of martial combat, skilled with a variety of weapons and armor
\nHit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Hit Points
\nHit 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
@Compendium[world.ddb-graus-dnd-class-features.K1BQPDCFIpy63HMI]{Fighting Style Options}
\n1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
Proficiencies
\nArmor: 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}
@Compendium[world.ddb-graus-dnd-class-features.uIBA2AJqkiiQtcAD]{Fighting Style}
\nYou 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\nSecond Wind
\nYou 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\nAction Surge
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce 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\nMartial Archetype
\nAt 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@Compendium[world.ddb-graus-dnd-class-features.bHFJppsSSVi3OGXq]{Martial Versatility}
\n4th-level fighter feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Ability Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Y4VKSfQ1JH5UevRj]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\nIndomitable
\nBeginning 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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYour innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
@Compendium[world.ddb-graus-dnd-class-features.VOgxdtM5fujW4vMB]{Dragon Ancestor}
\nAt 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
\nDragon | \nDamage Type | \n
---|---|
\n Black \n | \n\n Acid \n | \n
\n Blue \n | \n\n Lightning \n | \n
\n Brass \n | \n\n Fire \n | \n
\n Bronze \n | \n\n Lightning \n | \n
\n Copper \n | \n\n Acid \n | \n
\n Gold \n | \n\n Fire \n | \n
\n Green \n | \n\n Poison \n | \n
\n Red \n | \n\n Fire \n | \n
\n Silver \n | \n\n Cold \n | \n
\n White \n | \n\n Cold \n | \n
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
\n\n@Compendium[world.ddb-graus-dnd-class-features.zOZFPvBmFIxP8034]{Draconic Resilience}
\nAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
\n\nElemental Affinity (Fire)
\nStarting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
\n\n@Compendium[world.ddb-graus-dnd-class-features.J1zuWPIbeaZ5wpur]{Dragon Wings}
\nAt 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
\nYou can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
\n\n@Compendium[world.ddb-graus-dnd-class-features.DEOiVtrxd6PozuUG]{Draconic Presence}
\nBeginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} (if you chose awe) or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
\n\n","chat":"","unidentified":""},"source":"","identifier":"draconic-bloodline","classIdentifier":"sorcerer","advancement":[{"_id":"dJ5tZxqCvyI6TFZH","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VOgxdtM5fujW4vMB","Compendium.world.ddb-graus-dnd-class-features.zOZFPvBmFIxP8034"]},"value":{},"level":1,"title":"Features","icon":"","classRestriction":""},{"_id":"St1N3JD3T73U2pfa","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.J1zuWPIbeaZ5wpur"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""},{"_id":"b7G5BDBerewIkRTM","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.DEOiVtrxd6PozuUG"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":81490002,"id":24,"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Draconic Bloodline"}}},"_id":"7jIHyff6w5FrtQpz","img":"icons/creatures/reptiles/dragon-horned-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736334,"modifiedTime":1670153736334,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sorcerer","type":"class","system":{"description":{"value":"A spellcaster who draws on inherent magic from a gift or bloodline
\nHit Die: d6
Primary Ability: Charisma
Saves: Constitution & Charisma
Hit Points
\nHit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
@Compendium[world.ddb-graus-dnd-class-features.LvbETKgBahWw30eQ]{Additional Sorcerer Spells}
\n1st-level sorcerer feature
The spells in the following list expand the sorcerer spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
1st | \nGrease, Tasha’s caustic brew * | \n
2nd | \nFlame blade, Flaming sphere, Magic weapon, Tasha’s mind whip * | \n
3rd | \nIntellect fortress *, Vampiric touch | \n
4th | \nFire shield | \n
5th | \nBigby’s hand | \n
6th | \nFlesh to stone, Otiluke’s freezing sphere, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
8th | \nDemiplane | \n
9th | \nBlade of disaster * | \n
Proficiencies
\nArmor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.5ZCsHPSNsOdBuKse]{Spellcasting}
\nAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
\nThe Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
\nYou know two 1st-level spells of your choice from the sorcerer spell list.
\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
\n\nSorcerous Origin
\nChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
\n\nFont of Magic
\nAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.nRcY24OVx1448lCP]{Metamagic Options}
\n3rd-level sorcerer feature
When you choose Metamagic options, you have access to the following additional options.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Metamagic
\nAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
\n\n@Compendium[world.ddb-graus-dnd-class-features.5L3odR8eyF21D6iN]{Sorcerous Versatility}
\n4th-level sorcerer feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
Ability Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TRsdHT3HhBIKOFcd]{Magical Guidance}
\n5th-level sorcerer feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Sorcerous Restoration
\nAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYou can use the following traits to represent your character’s lineage, giving you full control over how your character’s origin shaped them:
\nLineage Traits
+2 to an Ability Score, a Feat of your choice, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision} or skill proficiency
Ability Score Increase
\nOne Ability Score of your choice increases by 2.
\n\nCreature Type
\nYou are a humanoid. You determine your appearance and whether you resemble any of your kin.
\n\nSize
\nYou are Small or Medium (your choice).
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\nFeat
\nYou gain one feat of your choice for which you qualify.
\n\nVariable Trait
\nYou gain one of the following options of your choice: (a) @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice.
\n\nLanguages
\nYou can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
\n\n","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 8","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"entityRaceId":568573,"version":"3.1.23","baseName":"Custom Lineage","moreDetailsUrl":"/races/568573-custom-lineage","baseRaceId":568573,"baseRaceName":"Custom Lineage","fullName":"Custom Lineage","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"img":null,"_id":"Iir8G266JNs0cTFh","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736768,"modifiedTime":1670153736768,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Creature Type","type":"feat","system":{"description":{"value":"You are a humanoid. You determine your appearance and whether you resemble any of your kin.
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 9","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":4729689,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":1},"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"_id":"0CDtjLyaMwY52Yt8","img":"icons/environment/creatures/gargoyle-grey-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736770,"modifiedTime":1670153736770,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feat","type":"feat","system":{"description":{"value":"You gain one feat of your choice for which you qualify.
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 8","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":4729693,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":5},"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"_id":"BlJ7fWVMQEiEcdOt","img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736771,"modifiedTime":1670153736771,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Variable Trait: Darkvision","type":"feat","system":{"description":{"value":"You gain one of the following options of your choice: (a) @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice.
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision} with a range of 60 feet.
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 8","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":4729694,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6,"choice":{"label":"Darkvision","choiceId":"8-0-36265487","componentId":4729694,"componentTypeId":1960452172,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"race"}},"importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"race"}}},"_id":"yqtzrLwV224QfRYX","img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736773,"modifiedTime":1670153736773,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style Options","type":"feat","system":{"description":{"value":"1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
\n
1st-level sorcerer feature
The spells in the following list expand the sorcerer spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
1st | \nGrease, Tasha’s caustic brew * | \n
2nd | \nFlame blade, Flaming sphere, Magic weapon, Tasha’s mind whip * | \n
3rd | \nIntellect fortress *, Vampiric touch | \n
4th | \nFire shield | \n
5th | \nBigby’s hand | \n
6th | \nFlesh to stone, Otiluke’s freezing sphere, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
8th | \nDemiplane | \n
9th | \nBlade of disaster * | \n
\n
4th-level sorcerer feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
3rd-level sorcerer feature
When you choose Metamagic options, you have access to the following additional options.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
","chat":"","unidentified":""},"source":"Fighter","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":191,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Dueling","choiceId":"3-0-176664165","componentId":191,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter"},"class":"Fighter","subclass":"Champion","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"xq6C4sb2p5tezdB3","img":"icons/skills/melee/hand-grip-sword-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736787,"modifiedTime":1670153736787,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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":0,"condition":""},"duration":{"value":null,"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":0,"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":194,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter"},"class":"Fighter","subclass":"Champion","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"aInj6tUbAEpYwiV3","img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736788,"modifiedTime":1670153736788,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Improved Critical","type":"feat","system":{"description":{"value":"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
","chat":"","unidentified":""},"source":"Fighter : Champion","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":215,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Champion"},"class":"Fighter","subclass":"Champion","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"o3y0HsU9pNhNi810","img":"icons/skills/melee/blade-tip-chipped-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736790,"modifiedTime":1670153736790,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
\nThe Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
\nYou know two 1st-level spells of your choice from the sorcerer spell list.
\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":369,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"bFvgnWsbatX9N60E","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736795,"modifiedTime":1670153736795,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sorcerous Origin","type":"feat","system":{"description":{"value":"Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":370,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"BAjSoX6eK3W2vMFR","img":"icons/magic/fire/beam-jet-stream-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736797,"modifiedTime":1670153736797,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Font of Magic","type":"feat","system":{"description":{"value":"At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
","chat":"","unidentified":""},"source":"Sorcerer","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":371,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1}],"class":"Sorcerer"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"65TnoAdxEfdm2Loy","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736806,"modifiedTime":1670153736806,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Dragon Ancestor: Red Dragon","type":"feat","system":{"description":{"value":"At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
\nDragon | \nDamage Type | \n
---|---|
\n Black \n | \n\n Acid \n | \n
\n Blue \n | \n\n Lightning \n | \n
\n Brass \n | \n\n Fire \n | \n
\n Bronze \n | \n\n Lightning \n | \n
\n Copper \n | \n\n Acid \n | \n
\n Gold \n | \n\n Fire \n | \n
\n Green \n | \n\n Poison \n | \n
\n Red \n | \n\n Fire \n | \n
\n Silver \n | \n\n Cold \n | \n
\n White \n | \n\n Cold \n | \n
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
","chat":"","unidentified":""},"source":"Sorcerer : Draconic Bloodline","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":376,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Red Dragon","choiceId":"3-0-212445920","componentId":376,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer : Draconic Bloodline"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"p6fCQfsGJ0xoWPHV","img":"icons/creatures/abilities/dragon-fire-breath-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736817,"modifiedTime":1670153736817,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Draconic Resilience","type":"feat","system":{"description":{"value":"As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
\nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
","chat":"","unidentified":""},"source":"Sorcerer : Draconic Bloodline","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":null,"max":"","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":false}},"flags":{"ddbimporter":{"id":377,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer : Draconic Bloodline"},"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"2kBTtI8y6L2tiMYg","img":"icons/creatures/claws/claw-scaled-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736819,"modifiedTime":1670153736819,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Tough","type":"feat","system":{"description":{"value":"Your HP maximum increases by 22.\n\n
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
\n \nYour family name strikes fear and admiration in the hearts of the common folk — but that’s got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn’t all hugs and kisses.
You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you’d be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.
In the end, all you have to show for your lineage is your name. Most of the family’s money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.
You know and have met any number of powerful people across the land — and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM’s discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.
\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\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.
\nOnce 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\n
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
\n \n\n
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
\nAny spell slot you create with this feature vanishes when you finish a long rest.
\n\n SPELL SLOT LEVEL \n | \n\n SORCERY POINT COST \n | \n
---|---|
\n 1st \n | \n\n 2 \n | \n
\n 2nd \n | \n\n 3 \n | \n
\n 3rd \n | \n\n 5 \n | \n
\n 4th \n | \n\n 6 \n | \n
\n 5th \n | \n\n 7 \n | \n
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
\n \n\n
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
\n \n\n
5th-level sorcerer feature
\nYou can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
\n \nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
","chat":"","unidentified":""},"source":"","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"charges","target":"IRqvwFq5pG37c0Gx","amount":1},"ability":"","actionType":"other","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":false}},"flags":{"ddbimporter":{"id":"2772264","entityTypeId":"222216831","componentId":111,"componentTypeId":258900837,"class":"Sorcerer","subclass":"Draconic Bloodline","importId":"YnroGJrnskn5pObU"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"_id":"MHr7YaqDqDMedGlc","img":"icons/magic/symbols/runes-star-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736855,"modifiedTime":1670153737213,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","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":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Feuer Schritt","flags":{"ddbimporter":{"id":138507,"definitionId":2195,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":2,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138507,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Misty Step","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Teleportation"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"DAM6pQ9gxA3cIbcL","img":"icons/magic/control/debuff-energy-snare-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736857,"modifiedTime":1670153736857,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"An @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","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":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Feuer Schild","flags":{"ddbimporter":{"id":138701,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":1,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138701,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"7QZCekOHyyk5IZxQ","img":"icons/equipment/shield/kite-wooden-oak-glow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736859,"modifiedTime":1670153736859,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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.
\nThe 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":null,"per":"","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":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136566,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":1,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136566,"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":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"0L7YqBPuK6gKaoYj","img":"icons/magic/light/explosion-star-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736861,"modifiedTime":1670153736861,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
\nYou instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
\nYou instantaneously extinguish the flames within the cube.
\nYou double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
\nYou cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
\nIf 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":"Elemental Evil Player's Companion pg 152","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","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":false,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Gehorchende Flammen","flags":{"ddbimporter":{"id":137959,"definitionId":2374,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":137959,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Control Flames","sources":[{"sourceId":4,"pageNumber":152,"sourceType":1}],"tags":["Control"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"J14pI9DNro7GgrIO","img":"icons/sundries/lights/candles-lit-red-evil.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736864,"modifiedTime":1670153736864,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rsak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[fire] +7+3","fire"]],"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":"always","prepared":false},"scaling":{"mode":"cantrip","formula":"1d10"}},"name":"Fliegende Klinge","flags":{"ddbimporter":{"id":136818,"definitionId":2103,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":136818,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Fire Bolt","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":242,"sourceType":1}],"tags":["Damage"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"fumbleThreshold":null,"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"_id":"fvfcUBPmdXQEak8E","img":"icons/magic/light/beam-rays-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736866,"modifiedTime":1671391409844,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 259","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","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":true,"ritual":false,"concentration":false,"value":"two lodestones"},"materials":{"value":"two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mending","flags":{"ddbimporter":{"id":138477,"definitionId":2187,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138477,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mending","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":259,"sourceType":1}],"tags":["Utility"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"HpjCrQiMObMBQ5HB","img":"icons/magic/air/wind-stream-purple-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736868,"modifiedTime":1670153736868,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
\nThe bonfire ignites flammable objects in its area that aren’t being worn or carried.
\nThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 152","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[fire] +7+3","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Feuerausbruch","flags":{"ddbimporter":{"id":137965,"definitionId":2373,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":0,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":137965,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Create Bonfire","sources":[{"sourceId":4,"pageNumber":152,"sourceType":1}],"tags":["Damage","Control"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"_id":"hMyY5I8ThUGkTkmk","img":"icons/magic/fire/flame-burning-campfire-rocks.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736871,"modifiedTime":1671391419917,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","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.
\nYou 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.
\nThe hand can't attack, activate magic items, or carry more than 10 pounds.
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\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 161","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"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":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[fire - 6 Meteors] +7 +3","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"niter, sulfur, and pine tar formed into a bead"},"materials":{"value":"niter, sulfur, and pine tar formed into a bead","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"2"}},"name":"Melf's Minute Meteors","flags":{"ddbimporter":{"id":138194,"definitionId":2393,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138194,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Melf's Minute Meteors","sources":[{"sourceId":4,"pageNumber":161,"sourceType":1}],"tags":["Damage"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"_id":"8ArvJBuyjYBGa5wP","img":"icons/magic/fire/explosion-embers-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670153736875,"modifiedTime":1671391472901,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"type":"spell","system":{"description":{"value":"This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
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\nYou can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
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\nMake a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
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As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:
The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.
*Found in the Dungeon Master’s Guide.
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Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@Compendium[world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW]{Firearm Proficiency}
\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
\n\n@Compendium[world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq]{Gunsmith}
\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
@Compendium[world.ddb-graus-dnd-class-features.LHXoXm6kmqid6YwG]{Adept Marksman}
\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
@Compendium[world.ddb-graus-dnd-class-features.pfBf40vnoQCEwcEu]{Trick Shots}
\nThese trick shots are presented in alphabetical order.
@Compendium[world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq]{Quickdraw}
\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj]{Rapid Repair}
\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH]{Lightning Reload}
\nStarting at 15th level, you can reload any firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI]{Vicious Intent}
\nAt 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7]{Hemorrhaging Critical}
\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
","chat":"","unidentified":""},"source":"","identifier":"gunslinger","classIdentifier":"fighter","advancement":[{"_id":"jLEyXXfsJcWb09PT","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW","Compendium.world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq","Compendium.world.ddb-graus-dnd-class-features.LHXoXm6kmqid6YwG","Compendium.world.ddb-graus-dnd-class-features.pfBf40vnoQCEwcEu"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":3,"title":"Features"},{"_id":"qfB3lYhh6PYAasbL","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":7,"title":"Features"},{"_id":"0MEAJAOrKt2vZUZ1","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":10,"title":"Features"},{"_id":"jUZC1mDRCxWmF02m","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":15,"title":"Features"},{"_id":"FqINvOUVoajeqwuY","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI","Compendium.world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":18,"title":"Features"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125061151,"id":1316,"type":"class","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Gunslinger"}}},"img":"icons/skills/melee/hand-grip-sword-red.webp","effects":[],"_id":"i2bF1FAtSvkwh7sc","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608467425,"modifiedTime":1675608467425,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighter","type":"class","system":{"description":{"value":"A master of martial combat, skilled with a variety of weapons and armor
\nHit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Hit Points
\nHit 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
@Compendium[world.ddb-graus-dnd-class-features.K1BQPDCFIpy63HMI]{Fighting Style Options}
\n1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
Proficiencies
\nArmor: 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}
@Compendium[world.ddb-graus-dnd-class-features.uIBA2AJqkiiQtcAD]{Fighting Style}
\nYou 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\nSecond Wind
\nYou 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\nAction Surge
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce 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\nMartial Archetype
\nAt 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\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Y4VKSfQ1JH5UevRj]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\nIndomitable
\nBeginning 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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYou have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
@Compendium[world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw]{Expanded Spell List}
\nThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
@Compendium[world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9]{Hexblade’s Curse}
\nStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP]{Hex Warrior}
\nAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk]{Accursed Specter}
\nStarting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
\nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx]{Armor of Hexes}
\nAt 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf]{Master of Hexes}
\nStarting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
","chat":"","unidentified":""},"source":"","identifier":"the-hexblade","classIdentifier":"warlock","advancement":[{"_id":"r1yCzCLoLiNAoRGv","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw","Compendium.world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9","Compendium.world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":1,"title":"Features"},{"_id":"yyOJoqPYRg7xbW5k","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":6,"title":"Features"},{"_id":"8MHtruTXBFPtg7ps","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":10,"title":"Features"},{"_id":"0RPe6OVOmfTYs3wH","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":14,"title":"Features"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125061209,"id":115,"type":"class","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"The Hexblade"}}},"img":"icons/skills/targeting/crosshair-scope-sniper-green.webp","effects":[],"_id":"wIgO7eAahhajsd1e","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608467476,"modifiedTime":1675608467476,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Warlock","type":"class","system":{"description":{"value":"A wielder of magic that is derived from a bargain with an extraplanar entity
\nHit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma
Hit Points
\nHit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
@Compendium[world.ddb-graus-dnd-class-features.MoSJR93oYeQxfBCJ]{Additional Warlock Spells}
\n1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \n
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.c1GL0Yik6LHa5Jlv]{Otherworldly Patron}
\nAt 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.gaHXvPDuvDLZefqa]{Pact Magic}
\nYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
\n\nEldritch Invocations
\nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
\n\nPact Boon
\nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZjrzKuDTBMyWiWYl]{Eldritch Versatility}
\n4th-level warlock feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
\n\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nMystic Arcanum (6th level)
\nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (7th level)
\nAt 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (8th level)
\nAt 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (9th level)
\nAt 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nYou regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nEldritch Master
\nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nLanguages
\nSie können die Common und eine zusätzliche Sprache sprechen, lesen und schreiben außer dem kannst du noch Draconic Lesen .
\n\nAbility Score Increase
\nWenn Sie Ihre Fähigkeitswerte ermitteln, erhöhen Sie einen dieser Werte um 2 und einen anderen Wert um 1. Sie befolgen diese Regel unabhängig von der Methode, die Sie verwenden, um die Werte zu ermitteln, wie z. B. Würfeln oder Punkt kaufen.
\nDer Abschnitt „Schnellaufbau“ Ihrer Klasse bietet Vorschläge, welche Punktzahlen erhöht werden können. Es steht Ihnen frei, diesen Vorschlägen zu folgen oder sie zu ignorieren. Welche Punktzahl Sie auch erhöhen möchten, keine der Punktzahlen kann über 20 angehoben werden.
\nWenn Sie Ihre Rasse durch eine Abstammungslinie ersetzen, ersetzen Sie jede Erhöhung der Fähigkeitswerte, die Sie zuvor hatten, durch diese.
\n\nAge&Size&Speed
\nAge
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
\n\nKnowledge from a Past Life
\nSie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
\n\nMy Own Kind
\nMy Own Kind Sie sehe Bis zum Ende des nächsten Zuges alle Untoten und kennen die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
\n\nDeathless @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}
\nSie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\nAncestral Legacy
\nWenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n\nDead Lights
\nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
\n\nTurn Resistances
\nAuf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
\n\nSunlight Sensitivity
\nDu hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
\n\nSworn Revenge
\nAb der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
","chat":"","unidentified":""},"source":"","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":1269014,"version":"3.3.8","sourceId":-1,"baseName":"Undead Svart","moreDetailsUrl":"/races/1269014-undead-svart","baseRaceId":1269014,"baseRaceName":"Undead Svart","fullName":"Undead Svart","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[]},"obsidian":{"source":{"type":"race"}}},"img":null,"effects":[],"_id":"i1GAvZLyEaKcsdlE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468508,"modifiedTime":1675608468508,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age&Size&Speed","type":"feat","system":{"description":{"value":"Age
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
","chat":"","unidentified":""},"source":"","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":10252607,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"qzeNNlmNXKOfCGDc","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468512,"modifiedTime":1675608468512,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Deathless Nature","type":"feat","system":{"description":{"value":"Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:\n\nDu hast einen Vorteil bei Rettungswürfen gegen Krankheit und Vergiftung und bist resistent gegen Giftschaden.\nDu hast Vorteil bei Todeswürfen.\nDu Immunti gegen Necrotic und du hast Vulnerability gegen Heilzauber.\nSie müssen nicht essen, trinken oder atmen.\nDu musst nicht schlafen, und Magie kann dich nicht einschläfern. Sie können eine lange Ruhezeit in 4 Stunden beenden, wenn Sie diese Stunden in einem inaktiven, bewegungslosen Zustand verbringen, in dem Sie bei Bewusstsein bleiben.\n\n
Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
","chat":"","unidentified":""},"source":"","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":10259020,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"0fAzfNlkpyjO3Swy","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468527,"modifiedTime":1675608468527,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Turn Resistances","type":"feat","system":{"description":{"value":"Auf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
","chat":"","unidentified":""},"source":"","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":10259038,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/fire/flame-burning-creature-skeleton.webp","effects":[],"_id":"QIU94aKi0jXbiR3A","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468530,"modifiedTime":1675608468530,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"Du hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
","chat":"","unidentified":""},"source":"","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":10265835,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"_id":"cG1HweKZM9CIULME","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468532,"modifiedTime":1675608468532,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style Options","type":"feat","system":{"description":{"value":"1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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","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":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"7RowP5unpGNidp6l","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468545,"modifiedTime":1675608468545,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Firearm Proficiency","type":"feat","system":{"description":{"value":"Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":6241,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-pistol-brass.webp","effects":[],"_id":"2n1D06vGAvnB9DVS","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468547,"modifiedTime":1675608468547,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Gunsmith","type":"feat","system":{"description":{"value":"Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
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When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
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When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Violent Shot","choiceId":"3-9790-272875361","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/ranged/cannon-barrel-firing-yellow.webp","effects":[],"_id":"48QzhbnfFiJPy0lw","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468568,"modifiedTime":1675608468568,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Piercing Shot","type":"feat","system":{"description":{"value":"These trick shots are presented in alphabetical order.
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Piercing Shot","choiceId":"3-9791-272875370","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"_id":"u1KURB0qcawdAWyL","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468571,"modifiedTime":1675608468571,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Otherworldly Patron","type":"feat","system":{"description":{"value":"At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Warlock","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":386,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","effects":[],"_id":"FWN6PHxYKNHvd3nt","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468573,"modifiedTime":1675608468573,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Pact Magic","type":"feat","system":{"description":{"value":"Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
","chat":"","unidentified":""},"source":"Warlock","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":387,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"_id":"c0pzwiTUi9xL397E","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468580,"modifiedTime":1675608468580,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Devil's Sight","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Devil’s Sight","choiceId":"3-1-272875478","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Tcp534a3SZU5Fhfu","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468583,"modifiedTime":1675608468583,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Armor of Shadows","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can cast mage armor on yourself at will, without expending a spell slot or material components.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Armor of Shadows","choiceId":"3-2-272875487","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Npti4w3utkgABPCE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468591,"modifiedTime":1675608468591,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expanded Spell List","type":"feat","system":{"description":{"value":"The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
\n
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
\nBefore 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.
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.
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. |
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) |
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. |
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. |
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.
\n
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n \n\n
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\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\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.
\nOnce 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\n
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n \n\n
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Sie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
","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":4,"max":"4","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["+ 6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"6526788","entityTypeId":"222216831","componentId":10252819,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"img":"icons/environment/settlement/graveyard-tombstone-night.webp","effects":[],"_id":"pOiAivnUjVJgBDYG","folder":null,"sort":75000,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468692,"modifiedTime":1675609468561,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"name":"5 My Own Kind","type":"feat","system":{"description":{"value":"My Own Kind Sie sehe Bis zum Ende des nächsten Zuges kennen sie die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr","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":"6531138","entityTypeId":"222216831","componentId":10258544,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"effects":[],"_id":"FyC6AJyclJ2EFP9t","img":"icons/creatures/eyes/humanoid-single-red-brown.webp","folder":null,"sort":93750,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468695,"modifiedTime":1675614262471,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"6 Sworn Revenge","type":"feat","system":{"description":{"value":"Ab der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
\n
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
\nYour Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":{"value":250,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"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":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038282661,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":142,"originalName":"Malice (Inhaled)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/tools/laboratory/mortar-powder-green.webp","_id":"UG8RcWte0OGDShMB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468747,"modifiedTime":1675608468747,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Serpent Venom (Injury)","type":"consumable","system":{"description":{"value":"This poison must be harvested from a dead or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":3,"weight":0,"price":{"value":200,"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":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038283000,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":147,"originalName":"Serpent Venom (Injury)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/consumables/potions/potion-tube-corked-blue.webp","_id":"0Ap2pLh1HSHMX7SJ","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468750,"modifiedTime":1675608468750,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"special"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Arms of Hadar","flags":{"ddbimporter":{"id":136067,"definitionId":2311,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136067,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Arms of Hadar","sources":[{"sourceId":2,"pageNumber":215,"sourceType":1}],"tags":["Damage","Control"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/commodities/biological/tentacle-purple-white.webp","effects":[],"_id":"6NZzXnkeyju4jZxc","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468752,"modifiedTime":1675608468752,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
\nThis 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 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Chill Touch","flags":{"ddbimporter":{"id":136199,"definitionId":2026,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136199,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Chill Touch","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/projectile-ice-faceted-blue.webp","effects":[],"_id":"v4bm70Vi2i7EHpvI","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468755,"modifiedTime":1675608468755,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
A remove curse cast on the target ends this spell early.
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":"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":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[necrotic - Whenever you hit the target with an attack]","necrotic"]],"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":"the petrified eye of a newt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Hex","flags":{"ddbimporter":{"id":138073,"definitionId":2317,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138073,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hex","sources":[{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","effects":[],"_id":"2kdxW76f76DhznR4","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468757,"modifiedTime":1675608468757,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"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":null,"amount":null},"ability":null,"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":false},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":233,"definitionId":2172,"entityTypeId":420821570,"dndbeyond":{"class":"Warlock","lookup":"classFeature","lookupName":"Armor of Shadows","lookupId":134,"level":11,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":233,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"_id":"54MZ5TBZN6xZkE4J","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468759,"modifiedTime":1675608468759,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","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.
\nYou 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.
\nThe 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":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","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},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138435,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138435,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Hand","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/water-hand.webp","effects":[],"_id":"nCtiPm8gHe5bHPsa","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468762,"modifiedTime":1675608468762,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"An @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"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":null,"amount":null},"ability":null,"actionType":"other","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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shield","flags":{"ddbimporter":{"id":138702,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138702,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"_id":"NNwMjExFPzz7LIAV","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468764,"modifiedTime":1675608468764,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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","chat":"","unidentified":"Gear"},"source":"","quantity":1,"weight":10,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"toolType":"","baseItem":"tinker","ability":"dex","chatFlavor":"","proficient":1,"bonus":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608509446,"modifiedTime":1675608616596,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"folder":"9QoyMNfbJpFYUOLo","name":"Rauch Granate","type":"weapon","img":"icons/weapons/thrown/bomb-gas-grey-purple.webp","system":{"description":{"value":"Eine Granate ist ein kleines, zylindrisches Gerät, das als Wurfwaffe geworfen werden kann. Bevor sie von Hand geworfen wird, muss die Granate mit einer schnellen Drehung eines Zifferblatts an einem Ende vorbereitet und dann mit einem Klick auf einen Knopf in der Mitte dieses Zifferblatts scharf gemacht werden. Das Zünden und Scharfmachen einer Granate ist eine freie Aktion;
Die Granate detoniert zur eingestellten Zeit des Trägers, hoffentlich im Zielbereich. Wenn eine Granate explodiert, fügt sie allen Zielen in einem Umkreis von 20 Fuß ihren aufgeführten Schaden zu oder halb so viel Schaden an Charakteren, denen ein Geschicklichkeitswurf gegen SG 15 gelingt .
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Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
\nA character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
\nDynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
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Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@Compendium[world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW]{Firearm Proficiency}
\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
\n\n@Compendium[world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq]{Gunsmith}
\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
@Compendium[world.ddb-graus-dnd-class-features.LHXoXm6kmqid6YwG]{Adept Marksman}
\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
@Compendium[world.ddb-graus-dnd-class-features.pfBf40vnoQCEwcEu]{Trick Shots}
\nThese trick shots are presented in alphabetical order.
@Compendium[world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq]{Quickdraw}
\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj]{Rapid Repair}
\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH]{Lightning Reload}
\nStarting at 15th level, you can reload any firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI]{Vicious Intent}
\nAt 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7]{Hemorrhaging Critical}
\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
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\nHit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Hit Points
\nHit 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
@Compendium[world.ddb-graus-dnd-class-features.K1BQPDCFIpy63HMI]{Fighting Style Options}
\n1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
Proficiencies
\nArmor: 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}
@Compendium[world.ddb-graus-dnd-class-features.uIBA2AJqkiiQtcAD]{Fighting Style}
\nYou 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\nSecond Wind
\nYou 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\nAction Surge
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce 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\nMartial Archetype
\nAt 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\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Y4VKSfQ1JH5UevRj]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\nIndomitable
\nBeginning 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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYou have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
@Compendium[world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw]{Expanded Spell List}
\nThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
@Compendium[world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9]{Hexblade’s Curse}
\nStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP]{Hex Warrior}
\nAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk]{Accursed Specter}
\nStarting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
\nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx]{Armor of Hexes}
\nAt 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf]{Master of Hexes}
\nStarting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
","chat":"","unidentified":""},"source":"","identifier":"the-hexblade","classIdentifier":"warlock","advancement":[{"_id":"r1yCzCLoLiNAoRGv","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw","Compendium.world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9","Compendium.world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":1,"title":"Features"},{"_id":"yyOJoqPYRg7xbW5k","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":6,"title":"Features"},{"_id":"8MHtruTXBFPtg7ps","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":10,"title":"Features"},{"_id":"0RPe6OVOmfTYs3wH","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":14,"title":"Features"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125061209,"id":115,"type":"class","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"The Hexblade"}}},"img":"icons/skills/targeting/crosshair-scope-sniper-green.webp","effects":[],"_id":"wIgO7eAahhajsd1e","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608467476,"modifiedTime":1675608467476,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Warlock","type":"class","system":{"description":{"value":"A wielder of magic that is derived from a bargain with an extraplanar entity
\nHit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma
Hit Points
\nHit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
@Compendium[world.ddb-graus-dnd-class-features.MoSJR93oYeQxfBCJ]{Additional Warlock Spells}
\n1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \n
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.c1GL0Yik6LHa5Jlv]{Otherworldly Patron}
\nAt 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.gaHXvPDuvDLZefqa]{Pact Magic}
\nYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
\n\nEldritch Invocations
\nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
\n\nPact Boon
\nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZjrzKuDTBMyWiWYl]{Eldritch Versatility}
\n4th-level warlock feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
\n\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nMystic Arcanum (6th level)
\nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (7th level)
\nAt 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (8th level)
\nAt 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (9th level)
\nAt 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nYou regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nEldritch Master
\nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nLanguages
\nSie können die Common und eine zusätzliche Sprache sprechen, lesen und schreiben außer dem kannst du noch Draconic Lesen .
\n\nAbility Score Increase
\nWenn Sie Ihre Fähigkeitswerte ermitteln, erhöhen Sie einen dieser Werte um 2 und einen anderen Wert um 1. Sie befolgen diese Regel unabhängig von der Methode, die Sie verwenden, um die Werte zu ermitteln, wie z. B. Würfeln oder Punkt kaufen.
\nDer Abschnitt „Schnellaufbau“ Ihrer Klasse bietet Vorschläge, welche Punktzahlen erhöht werden können. Es steht Ihnen frei, diesen Vorschlägen zu folgen oder sie zu ignorieren. Welche Punktzahl Sie auch erhöhen möchten, keine der Punktzahlen kann über 20 angehoben werden.
\nWenn Sie Ihre Rasse durch eine Abstammungslinie ersetzen, ersetzen Sie jede Erhöhung der Fähigkeitswerte, die Sie zuvor hatten, durch diese.
\n\nAge&Size&Speed
\nAge
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
\n\nKnowledge from a Past Life
\nSie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
\n\nMy Own Kind
\nMy Own Kind Sie sehe Bis zum Ende des nächsten Zuges alle Untoten und kennen die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
\n\nDeathless @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}
\nSie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\nAncestral Legacy
\nWenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n\nDead Lights
\nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
\n\nTurn Resistances
\nAuf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
\n\nSunlight Sensitivity
\nDu hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
\n\nSworn Revenge
\nAb der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
","chat":"","unidentified":""},"source":"","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":1269014,"version":"3.3.8","sourceId":-1,"baseName":"Undead Svart","moreDetailsUrl":"/races/1269014-undead-svart","baseRaceId":1269014,"baseRaceName":"Undead Svart","fullName":"Undead Svart","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[]},"obsidian":{"source":{"type":"race"}}},"img":null,"effects":[],"_id":"i1GAvZLyEaKcsdlE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468508,"modifiedTime":1675608468508,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age&Size&Speed","type":"feat","system":{"description":{"value":"Age
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
","chat":"","unidentified":""},"source":"","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":10252607,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"qzeNNlmNXKOfCGDc","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468512,"modifiedTime":1675608468512,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Deathless Nature","type":"feat","system":{"description":{"value":"Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:\n\nDu hast einen Vorteil bei Rettungswürfen gegen Krankheit und Vergiftung und bist resistent gegen Giftschaden.\nDu hast Vorteil bei Todeswürfen.\nDu Immunti gegen Necrotic und du hast Vulnerability gegen Heilzauber.\nSie müssen nicht essen, trinken oder atmen.\nDu musst nicht schlafen, und Magie kann dich nicht einschläfern. Sie können eine lange Ruhezeit in 4 Stunden beenden, wenn Sie diese Stunden in einem inaktiven, bewegungslosen Zustand verbringen, in dem Sie bei Bewusstsein bleiben.\n\n
Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
","chat":"","unidentified":""},"source":"","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":10259020,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"0fAzfNlkpyjO3Swy","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468527,"modifiedTime":1675608468527,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Turn Resistances","type":"feat","system":{"description":{"value":"Auf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
","chat":"","unidentified":""},"source":"","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":10259038,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/fire/flame-burning-creature-skeleton.webp","effects":[],"_id":"QIU94aKi0jXbiR3A","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468530,"modifiedTime":1675608468530,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"Du hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
","chat":"","unidentified":""},"source":"","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":10265835,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"_id":"cG1HweKZM9CIULME","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468532,"modifiedTime":1675608468532,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style Options","type":"feat","system":{"description":{"value":"1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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","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":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"7RowP5unpGNidp6l","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468545,"modifiedTime":1675608468545,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Firearm Proficiency","type":"feat","system":{"description":{"value":"Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":6241,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-pistol-brass.webp","effects":[],"_id":"2n1D06vGAvnB9DVS","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468547,"modifiedTime":1675608468547,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Gunsmith","type":"feat","system":{"description":{"value":"Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
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When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
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When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Violent Shot","choiceId":"3-9790-272875361","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/ranged/cannon-barrel-firing-yellow.webp","effects":[],"_id":"48QzhbnfFiJPy0lw","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468568,"modifiedTime":1675608468568,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Piercing Shot","type":"feat","system":{"description":{"value":"These trick shots are presented in alphabetical order.
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Piercing Shot","choiceId":"3-9791-272875370","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"_id":"u1KURB0qcawdAWyL","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468571,"modifiedTime":1675608468571,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Otherworldly Patron","type":"feat","system":{"description":{"value":"At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Warlock","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":386,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","effects":[],"_id":"FWN6PHxYKNHvd3nt","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468573,"modifiedTime":1675608468573,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Pact Magic","type":"feat","system":{"description":{"value":"Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
","chat":"","unidentified":""},"source":"Warlock","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":387,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"_id":"c0pzwiTUi9xL397E","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468580,"modifiedTime":1675608468580,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Devil's Sight","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Devil’s Sight","choiceId":"3-1-272875478","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Tcp534a3SZU5Fhfu","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468583,"modifiedTime":1675608468583,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Armor of Shadows","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can cast mage armor on yourself at will, without expending a spell slot or material components.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Armor of Shadows","choiceId":"3-2-272875487","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Npti4w3utkgABPCE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468591,"modifiedTime":1675608468591,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expanded Spell List","type":"feat","system":{"description":{"value":"The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
\n
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
\nBefore 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.
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.
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. |
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) |
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. |
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. |
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.
\n
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n \n\n
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\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\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.
\nOnce 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\n
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n \n\n
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Sie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
","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":4,"max":"4","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["+ 6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"6526788","entityTypeId":"222216831","componentId":10252819,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"img":"icons/environment/settlement/graveyard-tombstone-night.webp","effects":[],"_id":"pOiAivnUjVJgBDYG","folder":null,"sort":75000,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468692,"modifiedTime":1675609468561,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"name":"5 My Own Kind","type":"feat","system":{"description":{"value":"My Own Kind Sie sehe Bis zum Ende des nächsten Zuges kennen sie die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr","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":"6531138","entityTypeId":"222216831","componentId":10258544,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"effects":[],"_id":"FyC6AJyclJ2EFP9t","img":"icons/creatures/eyes/humanoid-single-red-brown.webp","folder":null,"sort":93750,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468695,"modifiedTime":1675614262471,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"6 Sworn Revenge","type":"feat","system":{"description":{"value":"Ab der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
\n
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
\nYour Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":{"value":250,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"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":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038282661,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":142,"originalName":"Malice (Inhaled)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/tools/laboratory/mortar-powder-green.webp","_id":"UG8RcWte0OGDShMB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468747,"modifiedTime":1675608468747,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Serpent Venom (Injury)","type":"consumable","system":{"description":{"value":"This poison must be harvested from a dead or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":3,"weight":0,"price":{"value":200,"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":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038283000,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":147,"originalName":"Serpent Venom (Injury)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/consumables/potions/potion-tube-corked-blue.webp","_id":"0Ap2pLh1HSHMX7SJ","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468750,"modifiedTime":1675608468750,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"special"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Arms of Hadar","flags":{"ddbimporter":{"id":136067,"definitionId":2311,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136067,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Arms of Hadar","sources":[{"sourceId":2,"pageNumber":215,"sourceType":1}],"tags":["Damage","Control"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/commodities/biological/tentacle-purple-white.webp","effects":[],"_id":"6NZzXnkeyju4jZxc","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468752,"modifiedTime":1675608468752,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
\nThis 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 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Chill Touch","flags":{"ddbimporter":{"id":136199,"definitionId":2026,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136199,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Chill Touch","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/projectile-ice-faceted-blue.webp","effects":[],"_id":"v4bm70Vi2i7EHpvI","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468755,"modifiedTime":1675608468755,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
A remove curse cast on the target ends this spell early.
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":"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":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[necrotic - Whenever you hit the target with an attack]","necrotic"]],"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":"the petrified eye of a newt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Hex","flags":{"ddbimporter":{"id":138073,"definitionId":2317,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138073,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hex","sources":[{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","effects":[],"_id":"2kdxW76f76DhznR4","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468757,"modifiedTime":1675608468757,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"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":null,"amount":null},"ability":null,"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":false},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":233,"definitionId":2172,"entityTypeId":420821570,"dndbeyond":{"class":"Warlock","lookup":"classFeature","lookupName":"Armor of Shadows","lookupId":134,"level":11,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":233,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"_id":"54MZ5TBZN6xZkE4J","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468759,"modifiedTime":1675608468759,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","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.
\nYou 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.
\nThe 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":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","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},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138435,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138435,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Hand","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/water-hand.webp","effects":[],"_id":"nCtiPm8gHe5bHPsa","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468762,"modifiedTime":1675608468762,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"An @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"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":null,"amount":null},"ability":null,"actionType":"other","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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shield","flags":{"ddbimporter":{"id":138702,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138702,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"_id":"NNwMjExFPzz7LIAV","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468764,"modifiedTime":1675608468764,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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","chat":"","unidentified":"Gear"},"source":"","quantity":1,"weight":10,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"toolType":"","baseItem":"tinker","ability":"dex","chatFlavor":"","proficient":1,"bonus":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608509446,"modifiedTime":1675608616596,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"folder":"9QoyMNfbJpFYUOLo","name":"Rauch Granate","type":"weapon","img":"icons/weapons/thrown/bomb-gas-grey-purple.webp","system":{"description":{"value":"Eine Granate ist ein kleines, zylindrisches Gerät, das als Wurfwaffe geworfen werden kann. Bevor sie von Hand geworfen wird, muss die Granate mit einer schnellen Drehung eines Zifferblatts an einem Ende vorbereitet und dann mit einem Klick auf einen Knopf in der Mitte dieses Zifferblatts scharf gemacht werden. Das Zünden und Scharfmachen einer Granate ist eine freie Aktion;
Die Granate detoniert zur eingestellten Zeit des Trägers, hoffentlich im Zielbereich. Wenn eine Granate explodiert, fügt sie allen Zielen in einem Umkreis von 20 Fuß ihren aufgeführten Schaden zu oder halb so viel Schaden an Charakteren, denen ein Geschicklichkeitswurf gegen SG 15 gelingt .
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Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
\nA character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
\nDynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
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Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@Compendium[world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW]{Firearm Proficiency}
\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
\n\n@Compendium[world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq]{Gunsmith}
\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
@Compendium[world.ddb-graus-dnd-class-features.LHXoXm6kmqid6YwG]{Adept Marksman}
\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
@Compendium[world.ddb-graus-dnd-class-features.pfBf40vnoQCEwcEu]{Trick Shots}
\nThese trick shots are presented in alphabetical order.
@Compendium[world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq]{Quickdraw}
\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj]{Rapid Repair}
\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH]{Lightning Reload}
\nStarting at 15th level, you can reload any firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI]{Vicious Intent}
\nAt 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7]{Hemorrhaging Critical}
\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
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\nHit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Hit Points
\nHit 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
@Compendium[world.ddb-graus-dnd-class-features.K1BQPDCFIpy63HMI]{Fighting Style Options}
\n1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
Proficiencies
\nArmor: 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}
@Compendium[world.ddb-graus-dnd-class-features.uIBA2AJqkiiQtcAD]{Fighting Style}
\nYou 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\nSecond Wind
\nYou 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\nAction Surge
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce 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\nMartial Archetype
\nAt 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\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Y4VKSfQ1JH5UevRj]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\nIndomitable
\nBeginning 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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYou have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
@Compendium[world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw]{Expanded Spell List}
\nThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
@Compendium[world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9]{Hexblade’s Curse}
\nStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP]{Hex Warrior}
\nAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk]{Accursed Specter}
\nStarting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
\nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx]{Armor of Hexes}
\nAt 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf]{Master of Hexes}
\nStarting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
","chat":"","unidentified":""},"source":"","identifier":"the-hexblade","classIdentifier":"warlock","advancement":[{"_id":"r1yCzCLoLiNAoRGv","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw","Compendium.world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9","Compendium.world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":1,"title":"Features"},{"_id":"yyOJoqPYRg7xbW5k","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":6,"title":"Features"},{"_id":"8MHtruTXBFPtg7ps","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":10,"title":"Features"},{"_id":"0RPe6OVOmfTYs3wH","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":14,"title":"Features"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125061209,"id":115,"type":"class","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"The Hexblade"}}},"img":"icons/skills/targeting/crosshair-scope-sniper-green.webp","effects":[],"_id":"wIgO7eAahhajsd1e","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608467476,"modifiedTime":1675608467476,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Warlock","type":"class","system":{"description":{"value":"A wielder of magic that is derived from a bargain with an extraplanar entity
\nHit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma
Hit Points
\nHit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
@Compendium[world.ddb-graus-dnd-class-features.MoSJR93oYeQxfBCJ]{Additional Warlock Spells}
\n1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \n
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.c1GL0Yik6LHa5Jlv]{Otherworldly Patron}
\nAt 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.gaHXvPDuvDLZefqa]{Pact Magic}
\nYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
\n\nEldritch Invocations
\nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
\n\nPact Boon
\nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZjrzKuDTBMyWiWYl]{Eldritch Versatility}
\n4th-level warlock feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
\n\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nMystic Arcanum (6th level)
\nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (7th level)
\nAt 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (8th level)
\nAt 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (9th level)
\nAt 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nYou regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nEldritch Master
\nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nLanguages
\nSie können die Common und eine zusätzliche Sprache sprechen, lesen und schreiben außer dem kannst du noch Draconic Lesen .
\n\nAbility Score Increase
\nWenn Sie Ihre Fähigkeitswerte ermitteln, erhöhen Sie einen dieser Werte um 2 und einen anderen Wert um 1. Sie befolgen diese Regel unabhängig von der Methode, die Sie verwenden, um die Werte zu ermitteln, wie z. B. Würfeln oder Punkt kaufen.
\nDer Abschnitt „Schnellaufbau“ Ihrer Klasse bietet Vorschläge, welche Punktzahlen erhöht werden können. Es steht Ihnen frei, diesen Vorschlägen zu folgen oder sie zu ignorieren. Welche Punktzahl Sie auch erhöhen möchten, keine der Punktzahlen kann über 20 angehoben werden.
\nWenn Sie Ihre Rasse durch eine Abstammungslinie ersetzen, ersetzen Sie jede Erhöhung der Fähigkeitswerte, die Sie zuvor hatten, durch diese.
\n\nAge&Size&Speed
\nAge
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
\n\nKnowledge from a Past Life
\nSie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
\n\nMy Own Kind
\nMy Own Kind Sie sehe Bis zum Ende des nächsten Zuges alle Untoten und kennen die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
\n\nDeathless @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}
\nSie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\nAncestral Legacy
\nWenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n\nDead Lights
\nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
\n\nTurn Resistances
\nAuf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
\n\nSunlight Sensitivity
\nDu hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
\n\nSworn Revenge
\nAb der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
","chat":"","unidentified":""},"source":"","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":1269014,"version":"3.3.8","sourceId":-1,"baseName":"Undead Svart","moreDetailsUrl":"/races/1269014-undead-svart","baseRaceId":1269014,"baseRaceName":"Undead Svart","fullName":"Undead Svart","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[]},"obsidian":{"source":{"type":"race"}}},"img":null,"effects":[],"_id":"i1GAvZLyEaKcsdlE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468508,"modifiedTime":1675608468508,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age&Size&Speed","type":"feat","system":{"description":{"value":"Age
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
","chat":"","unidentified":""},"source":"","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":10252607,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"qzeNNlmNXKOfCGDc","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468512,"modifiedTime":1675608468512,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Deathless Nature","type":"feat","system":{"description":{"value":"Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:\n\nDu hast einen Vorteil bei Rettungswürfen gegen Krankheit und Vergiftung und bist resistent gegen Giftschaden.\nDu hast Vorteil bei Todeswürfen.\nDu Immunti gegen Necrotic und du hast Vulnerability gegen Heilzauber.\nSie müssen nicht essen, trinken oder atmen.\nDu musst nicht schlafen, und Magie kann dich nicht einschläfern. Sie können eine lange Ruhezeit in 4 Stunden beenden, wenn Sie diese Stunden in einem inaktiven, bewegungslosen Zustand verbringen, in dem Sie bei Bewusstsein bleiben.\n\n
Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
","chat":"","unidentified":""},"source":"","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":10259020,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"0fAzfNlkpyjO3Swy","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468527,"modifiedTime":1675608468527,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Turn Resistances","type":"feat","system":{"description":{"value":"Auf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
","chat":"","unidentified":""},"source":"","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":10259038,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/fire/flame-burning-creature-skeleton.webp","effects":[],"_id":"QIU94aKi0jXbiR3A","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468530,"modifiedTime":1675608468530,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"Du hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
","chat":"","unidentified":""},"source":"","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":10265835,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"_id":"cG1HweKZM9CIULME","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468532,"modifiedTime":1675608468532,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style Options","type":"feat","system":{"description":{"value":"1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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","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":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"7RowP5unpGNidp6l","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468545,"modifiedTime":1675608468545,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Firearm Proficiency","type":"feat","system":{"description":{"value":"Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":6241,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-pistol-brass.webp","effects":[],"_id":"2n1D06vGAvnB9DVS","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468547,"modifiedTime":1675608468547,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Gunsmith","type":"feat","system":{"description":{"value":"Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
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When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
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When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Violent Shot","choiceId":"3-9790-272875361","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/ranged/cannon-barrel-firing-yellow.webp","effects":[],"_id":"48QzhbnfFiJPy0lw","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468568,"modifiedTime":1675608468568,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Piercing Shot","type":"feat","system":{"description":{"value":"These trick shots are presented in alphabetical order.
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Piercing Shot","choiceId":"3-9791-272875370","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"_id":"u1KURB0qcawdAWyL","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468571,"modifiedTime":1675608468571,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Otherworldly Patron","type":"feat","system":{"description":{"value":"At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Warlock","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":386,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","effects":[],"_id":"FWN6PHxYKNHvd3nt","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468573,"modifiedTime":1675608468573,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Pact Magic","type":"feat","system":{"description":{"value":"Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
","chat":"","unidentified":""},"source":"Warlock","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":387,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"_id":"c0pzwiTUi9xL397E","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468580,"modifiedTime":1675608468580,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Devil's Sight","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Devil’s Sight","choiceId":"3-1-272875478","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Tcp534a3SZU5Fhfu","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468583,"modifiedTime":1675608468583,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Armor of Shadows","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can cast mage armor on yourself at will, without expending a spell slot or material components.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Armor of Shadows","choiceId":"3-2-272875487","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Npti4w3utkgABPCE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468591,"modifiedTime":1675608468591,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expanded Spell List","type":"feat","system":{"description":{"value":"The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
\n
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
\nBefore 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.
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.
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. |
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) |
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. |
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. |
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.
\n
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n \n\n
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\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\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.
\nOnce 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\n
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n \n\n
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Sie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
","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":4,"max":"4","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["+ 6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"6526788","entityTypeId":"222216831","componentId":10252819,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"img":"icons/environment/settlement/graveyard-tombstone-night.webp","effects":[],"_id":"pOiAivnUjVJgBDYG","folder":null,"sort":75000,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468692,"modifiedTime":1675609468561,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"name":"5 My Own Kind","type":"feat","system":{"description":{"value":"My Own Kind Sie sehe Bis zum Ende des nächsten Zuges kennen sie die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr","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":"6531138","entityTypeId":"222216831","componentId":10258544,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"effects":[],"_id":"FyC6AJyclJ2EFP9t","img":"icons/creatures/eyes/humanoid-single-red-brown.webp","folder":null,"sort":93750,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468695,"modifiedTime":1675614262471,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"6 Sworn Revenge","type":"feat","system":{"description":{"value":"Ab der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
\n
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
\nYour Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":{"value":250,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"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":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038282661,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":142,"originalName":"Malice (Inhaled)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/tools/laboratory/mortar-powder-green.webp","_id":"UG8RcWte0OGDShMB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468747,"modifiedTime":1675608468747,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Serpent Venom (Injury)","type":"consumable","system":{"description":{"value":"This poison must be harvested from a dead or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":3,"weight":0,"price":{"value":200,"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":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038283000,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":147,"originalName":"Serpent Venom (Injury)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/consumables/potions/potion-tube-corked-blue.webp","_id":"0Ap2pLh1HSHMX7SJ","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468750,"modifiedTime":1675608468750,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"special"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Arms of Hadar","flags":{"ddbimporter":{"id":136067,"definitionId":2311,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136067,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Arms of Hadar","sources":[{"sourceId":2,"pageNumber":215,"sourceType":1}],"tags":["Damage","Control"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/commodities/biological/tentacle-purple-white.webp","effects":[],"_id":"6NZzXnkeyju4jZxc","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468752,"modifiedTime":1675608468752,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
\nThis 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 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Chill Touch","flags":{"ddbimporter":{"id":136199,"definitionId":2026,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136199,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Chill Touch","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/projectile-ice-faceted-blue.webp","effects":[],"_id":"v4bm70Vi2i7EHpvI","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468755,"modifiedTime":1675608468755,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
A remove curse cast on the target ends this spell early.
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":"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":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[necrotic - Whenever you hit the target with an attack]","necrotic"]],"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":"the petrified eye of a newt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Hex","flags":{"ddbimporter":{"id":138073,"definitionId":2317,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138073,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hex","sources":[{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","effects":[],"_id":"2kdxW76f76DhznR4","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468757,"modifiedTime":1675608468757,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"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":null,"amount":null},"ability":null,"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":false},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":233,"definitionId":2172,"entityTypeId":420821570,"dndbeyond":{"class":"Warlock","lookup":"classFeature","lookupName":"Armor of Shadows","lookupId":134,"level":11,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":233,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"_id":"54MZ5TBZN6xZkE4J","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468759,"modifiedTime":1675608468759,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","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.
\nYou 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.
\nThe 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":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","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},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138435,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138435,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Hand","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/water-hand.webp","effects":[],"_id":"nCtiPm8gHe5bHPsa","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468762,"modifiedTime":1675608468762,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"An @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"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":null,"amount":null},"ability":null,"actionType":"other","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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shield","flags":{"ddbimporter":{"id":138702,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138702,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"_id":"NNwMjExFPzz7LIAV","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468764,"modifiedTime":1675608468764,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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","chat":"","unidentified":"Gear"},"source":"","quantity":1,"weight":10,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"toolType":"","baseItem":"tinker","ability":"dex","chatFlavor":"","proficient":1,"bonus":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608509446,"modifiedTime":1675608616596,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"folder":"9QoyMNfbJpFYUOLo","name":"Rauch Granate","type":"weapon","img":"icons/weapons/thrown/bomb-gas-grey-purple.webp","system":{"description":{"value":"Eine Granate ist ein kleines, zylindrisches Gerät, das als Wurfwaffe geworfen werden kann. Bevor sie von Hand geworfen wird, muss die Granate mit einer schnellen Drehung eines Zifferblatts an einem Ende vorbereitet und dann mit einem Klick auf einen Knopf in der Mitte dieses Zifferblatts scharf gemacht werden. Das Zünden und Scharfmachen einer Granate ist eine freie Aktion;
Die Granate detoniert zur eingestellten Zeit des Trägers, hoffentlich im Zielbereich. Wenn eine Granate explodiert, fügt sie allen Zielen in einem Umkreis von 20 Fuß ihren aufgeführten Schaden zu oder halb so viel Schaden an Charakteren, denen ein Geschicklichkeitswurf gegen SG 15 gelingt .
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Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
\nA character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
\nDynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
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Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@Compendium[world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW]{Firearm Proficiency}
\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
\n\n@Compendium[world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq]{Gunsmith}
\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
@Compendium[world.ddb-graus-dnd-class-features.LHXoXm6kmqid6YwG]{Adept Marksman}
\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
@Compendium[world.ddb-graus-dnd-class-features.pfBf40vnoQCEwcEu]{Trick Shots}
\nThese trick shots are presented in alphabetical order.
@Compendium[world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq]{Quickdraw}
\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj]{Rapid Repair}
\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH]{Lightning Reload}
\nStarting at 15th level, you can reload any firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI]{Vicious Intent}
\nAt 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7]{Hemorrhaging Critical}
\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
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\nHit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Hit Points
\nHit 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
@Compendium[world.ddb-graus-dnd-class-features.K1BQPDCFIpy63HMI]{Fighting Style Options}
\n1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
Proficiencies
\nArmor: 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}
@Compendium[world.ddb-graus-dnd-class-features.uIBA2AJqkiiQtcAD]{Fighting Style}
\nYou 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\nSecond Wind
\nYou 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\nAction Surge
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce 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\nMartial Archetype
\nAt 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\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Y4VKSfQ1JH5UevRj]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\nIndomitable
\nBeginning 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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYou have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
@Compendium[world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw]{Expanded Spell List}
\nThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
@Compendium[world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9]{Hexblade’s Curse}
\nStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP]{Hex Warrior}
\nAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk]{Accursed Specter}
\nStarting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
\nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx]{Armor of Hexes}
\nAt 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf]{Master of Hexes}
\nStarting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
","chat":"","unidentified":""},"source":"","identifier":"the-hexblade","classIdentifier":"warlock","advancement":[{"_id":"r1yCzCLoLiNAoRGv","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw","Compendium.world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9","Compendium.world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":1,"title":"Features"},{"_id":"yyOJoqPYRg7xbW5k","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":6,"title":"Features"},{"_id":"8MHtruTXBFPtg7ps","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":10,"title":"Features"},{"_id":"0RPe6OVOmfTYs3wH","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":14,"title":"Features"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125061209,"id":115,"type":"class","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"The Hexblade"}}},"img":"icons/skills/targeting/crosshair-scope-sniper-green.webp","effects":[],"_id":"wIgO7eAahhajsd1e","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608467476,"modifiedTime":1675608467476,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Warlock","type":"class","system":{"description":{"value":"A wielder of magic that is derived from a bargain with an extraplanar entity
\nHit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma
Hit Points
\nHit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
@Compendium[world.ddb-graus-dnd-class-features.MoSJR93oYeQxfBCJ]{Additional Warlock Spells}
\n1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \n
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.c1GL0Yik6LHa5Jlv]{Otherworldly Patron}
\nAt 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.gaHXvPDuvDLZefqa]{Pact Magic}
\nYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
\n\nEldritch Invocations
\nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
\n\nPact Boon
\nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZjrzKuDTBMyWiWYl]{Eldritch Versatility}
\n4th-level warlock feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
\n\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nMystic Arcanum (6th level)
\nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (7th level)
\nAt 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (8th level)
\nAt 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (9th level)
\nAt 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nYou regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nEldritch Master
\nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nLanguages
\nSie können die Common und eine zusätzliche Sprache sprechen, lesen und schreiben außer dem kannst du noch Draconic Lesen .
\n\nAbility Score Increase
\nWenn Sie Ihre Fähigkeitswerte ermitteln, erhöhen Sie einen dieser Werte um 2 und einen anderen Wert um 1. Sie befolgen diese Regel unabhängig von der Methode, die Sie verwenden, um die Werte zu ermitteln, wie z. B. Würfeln oder Punkt kaufen.
\nDer Abschnitt „Schnellaufbau“ Ihrer Klasse bietet Vorschläge, welche Punktzahlen erhöht werden können. Es steht Ihnen frei, diesen Vorschlägen zu folgen oder sie zu ignorieren. Welche Punktzahl Sie auch erhöhen möchten, keine der Punktzahlen kann über 20 angehoben werden.
\nWenn Sie Ihre Rasse durch eine Abstammungslinie ersetzen, ersetzen Sie jede Erhöhung der Fähigkeitswerte, die Sie zuvor hatten, durch diese.
\n\nAge&Size&Speed
\nAge
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
\n\nKnowledge from a Past Life
\nSie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
\n\nMy Own Kind
\nMy Own Kind Sie sehe Bis zum Ende des nächsten Zuges alle Untoten und kennen die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
\n\nDeathless @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}
\nSie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\nAncestral Legacy
\nWenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n\nDead Lights
\nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
\n\nTurn Resistances
\nAuf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
\n\nSunlight Sensitivity
\nDu hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
\n\nSworn Revenge
\nAb der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
","chat":"","unidentified":""},"source":"","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":1269014,"version":"3.3.8","sourceId":-1,"baseName":"Undead Svart","moreDetailsUrl":"/races/1269014-undead-svart","baseRaceId":1269014,"baseRaceName":"Undead Svart","fullName":"Undead Svart","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[]},"obsidian":{"source":{"type":"race"}}},"img":null,"effects":[],"_id":"i1GAvZLyEaKcsdlE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468508,"modifiedTime":1675608468508,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age&Size&Speed","type":"feat","system":{"description":{"value":"Age
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
","chat":"","unidentified":""},"source":"","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":10252607,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"qzeNNlmNXKOfCGDc","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468512,"modifiedTime":1675608468512,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Deathless Nature","type":"feat","system":{"description":{"value":"Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:\n\nDu hast einen Vorteil bei Rettungswürfen gegen Krankheit und Vergiftung und bist resistent gegen Giftschaden.\nDu hast Vorteil bei Todeswürfen.\nDu Immunti gegen Necrotic und du hast Vulnerability gegen Heilzauber.\nSie müssen nicht essen, trinken oder atmen.\nDu musst nicht schlafen, und Magie kann dich nicht einschläfern. Sie können eine lange Ruhezeit in 4 Stunden beenden, wenn Sie diese Stunden in einem inaktiven, bewegungslosen Zustand verbringen, in dem Sie bei Bewusstsein bleiben.\n\n
Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
","chat":"","unidentified":""},"source":"","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":10259020,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"0fAzfNlkpyjO3Swy","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468527,"modifiedTime":1675608468527,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Turn Resistances","type":"feat","system":{"description":{"value":"Auf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
","chat":"","unidentified":""},"source":"","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":10259038,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/fire/flame-burning-creature-skeleton.webp","effects":[],"_id":"QIU94aKi0jXbiR3A","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468530,"modifiedTime":1675608468530,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"Du hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
","chat":"","unidentified":""},"source":"","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":10265835,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"_id":"cG1HweKZM9CIULME","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468532,"modifiedTime":1675608468532,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style Options","type":"feat","system":{"description":{"value":"1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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","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":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"7RowP5unpGNidp6l","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468545,"modifiedTime":1675608468545,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Firearm Proficiency","type":"feat","system":{"description":{"value":"Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":6241,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-pistol-brass.webp","effects":[],"_id":"2n1D06vGAvnB9DVS","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468547,"modifiedTime":1675608468547,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Gunsmith","type":"feat","system":{"description":{"value":"Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
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When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
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When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Violent Shot","choiceId":"3-9790-272875361","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/ranged/cannon-barrel-firing-yellow.webp","effects":[],"_id":"48QzhbnfFiJPy0lw","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468568,"modifiedTime":1675608468568,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Piercing Shot","type":"feat","system":{"description":{"value":"These trick shots are presented in alphabetical order.
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Piercing Shot","choiceId":"3-9791-272875370","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"_id":"u1KURB0qcawdAWyL","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468571,"modifiedTime":1675608468571,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Otherworldly Patron","type":"feat","system":{"description":{"value":"At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Warlock","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":386,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","effects":[],"_id":"FWN6PHxYKNHvd3nt","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468573,"modifiedTime":1675608468573,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Pact Magic","type":"feat","system":{"description":{"value":"Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
","chat":"","unidentified":""},"source":"Warlock","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":387,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"_id":"c0pzwiTUi9xL397E","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468580,"modifiedTime":1675608468580,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Devil's Sight","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Devil’s Sight","choiceId":"3-1-272875478","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Tcp534a3SZU5Fhfu","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468583,"modifiedTime":1675608468583,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Armor of Shadows","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can cast mage armor on yourself at will, without expending a spell slot or material components.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Armor of Shadows","choiceId":"3-2-272875487","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Npti4w3utkgABPCE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468591,"modifiedTime":1675608468591,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expanded Spell List","type":"feat","system":{"description":{"value":"The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
\n
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
\nBefore 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.
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.
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. |
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) |
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. |
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. |
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.
\n
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n \n\n
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\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\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.
\nOnce 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\n
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n \n\n
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Sie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
","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":4,"max":"4","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["+ 6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"6526788","entityTypeId":"222216831","componentId":10252819,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"img":"icons/environment/settlement/graveyard-tombstone-night.webp","effects":[],"_id":"pOiAivnUjVJgBDYG","folder":null,"sort":75000,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468692,"modifiedTime":1675609468561,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"name":"5 My Own Kind","type":"feat","system":{"description":{"value":"My Own Kind Sie sehe Bis zum Ende des nächsten Zuges kennen sie die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr","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":"6531138","entityTypeId":"222216831","componentId":10258544,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"effects":[],"_id":"FyC6AJyclJ2EFP9t","img":"icons/creatures/eyes/humanoid-single-red-brown.webp","folder":null,"sort":93750,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468695,"modifiedTime":1675614262471,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"6 Sworn Revenge","type":"feat","system":{"description":{"value":"Ab der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
\n
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
\nYour Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":{"value":250,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"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":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038282661,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":142,"originalName":"Malice (Inhaled)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/tools/laboratory/mortar-powder-green.webp","_id":"UG8RcWte0OGDShMB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468747,"modifiedTime":1675608468747,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Serpent Venom (Injury)","type":"consumable","system":{"description":{"value":"This poison must be harvested from a dead or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":3,"weight":0,"price":{"value":200,"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":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038283000,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":147,"originalName":"Serpent Venom (Injury)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/consumables/potions/potion-tube-corked-blue.webp","_id":"0Ap2pLh1HSHMX7SJ","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468750,"modifiedTime":1675608468750,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"special"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Arms of Hadar","flags":{"ddbimporter":{"id":136067,"definitionId":2311,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136067,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Arms of Hadar","sources":[{"sourceId":2,"pageNumber":215,"sourceType":1}],"tags":["Damage","Control"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/commodities/biological/tentacle-purple-white.webp","effects":[],"_id":"6NZzXnkeyju4jZxc","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468752,"modifiedTime":1675608468752,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
\nThis 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 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Chill Touch","flags":{"ddbimporter":{"id":136199,"definitionId":2026,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136199,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Chill Touch","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/projectile-ice-faceted-blue.webp","effects":[],"_id":"v4bm70Vi2i7EHpvI","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468755,"modifiedTime":1675608468755,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
A remove curse cast on the target ends this spell early.
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":"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":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[necrotic - Whenever you hit the target with an attack]","necrotic"]],"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":"the petrified eye of a newt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Hex","flags":{"ddbimporter":{"id":138073,"definitionId":2317,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138073,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hex","sources":[{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","effects":[],"_id":"2kdxW76f76DhznR4","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468757,"modifiedTime":1675608468757,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"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":null,"amount":null},"ability":null,"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":false},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":233,"definitionId":2172,"entityTypeId":420821570,"dndbeyond":{"class":"Warlock","lookup":"classFeature","lookupName":"Armor of Shadows","lookupId":134,"level":11,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":233,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"_id":"54MZ5TBZN6xZkE4J","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468759,"modifiedTime":1675608468759,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","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.
\nYou 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.
\nThe 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":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","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},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138435,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138435,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Hand","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/water-hand.webp","effects":[],"_id":"nCtiPm8gHe5bHPsa","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468762,"modifiedTime":1675608468762,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"An @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"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":null,"amount":null},"ability":null,"actionType":"other","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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shield","flags":{"ddbimporter":{"id":138702,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138702,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"_id":"NNwMjExFPzz7LIAV","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468764,"modifiedTime":1675608468764,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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","chat":"","unidentified":"Gear"},"source":"","quantity":1,"weight":10,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"toolType":"","baseItem":"tinker","ability":"dex","chatFlavor":"","proficient":1,"bonus":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608509446,"modifiedTime":1675608616596,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"folder":"9QoyMNfbJpFYUOLo","name":"Rauch Granate","type":"weapon","img":"icons/weapons/thrown/bomb-gas-grey-purple.webp","system":{"description":{"value":"Eine Granate ist ein kleines, zylindrisches Gerät, das als Wurfwaffe geworfen werden kann. Bevor sie von Hand geworfen wird, muss die Granate mit einer schnellen Drehung eines Zifferblatts an einem Ende vorbereitet und dann mit einem Klick auf einen Knopf in der Mitte dieses Zifferblatts scharf gemacht werden. Das Zünden und Scharfmachen einer Granate ist eine freie Aktion;
Die Granate detoniert zur eingestellten Zeit des Trägers, hoffentlich im Zielbereich. Wenn eine Granate explodiert, fügt sie allen Zielen in einem Umkreis von 20 Fuß ihren aufgeführten Schaden zu oder halb so viel Schaden an Charakteren, denen ein Geschicklichkeitswurf gegen SG 15 gelingt .
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Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
\nA character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
\nDynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
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Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@Compendium[world.ddb-graus-dnd-class-features.GXDmnZLQnORl8hXW]{Firearm Proficiency}
\nStarting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
\n\n@Compendium[world.ddb-graus-dnd-class-features.1SLw517nWmQUMQVq]{Gunsmith}
\nUpon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
@Compendium[world.ddb-graus-dnd-class-features.LHXoXm6kmqid6YwG]{Adept Marksman}
\nWhen you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
@Compendium[world.ddb-graus-dnd-class-features.pfBf40vnoQCEwcEu]{Trick Shots}
\nThese trick shots are presented in alphabetical order.
@Compendium[world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq]{Quickdraw}
\nWhen you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj]{Rapid Repair}
\nUpon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH]{Lightning Reload}
\nStarting at 15th level, you can reload any firearm as a bonus action.
\n\n@Compendium[world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI]{Vicious Intent}
\nAt 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7]{Hemorrhaging Critical}
\nUpon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
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\nHit Die: d10
Primary Ability: Strength or Dexterity
Saves: Strength & Constitution
Hit Points
\nHit 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
@Compendium[world.ddb-graus-dnd-class-features.K1BQPDCFIpy63HMI]{Fighting Style Options}
\n1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
Proficiencies
\nArmor: 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}
@Compendium[world.ddb-graus-dnd-class-features.uIBA2AJqkiiQtcAD]{Fighting Style}
\nYou 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\nSecond Wind
\nYou 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\nAction Surge
\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
\nOnce 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\nMartial Archetype
\nAt 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\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Y4VKSfQ1JH5UevRj]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\nIndomitable
\nBeginning 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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nYou have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
@Compendium[world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw]{Expanded Spell List}
\nThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
@Compendium[world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9]{Hexblade’s Curse}
\nStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP]{Hex Warrior}
\nAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk]{Accursed Specter}
\nStarting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
\nThe specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
\nOnce you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx]{Armor of Hexes}
\nAt 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
\n\n@Compendium[world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf]{Master of Hexes}
\nStarting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
","chat":"","unidentified":""},"source":"","identifier":"the-hexblade","classIdentifier":"warlock","advancement":[{"_id":"r1yCzCLoLiNAoRGv","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.yVSZGotjqdRAupRw","Compendium.world.ddb-graus-dnd-class-features.ExYqG3vtZERLuiA9","Compendium.world.ddb-graus-dnd-class-features.rqoYS7zqH2etsvUP"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":1,"title":"Features"},{"_id":"yyOJoqPYRg7xbW5k","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":6,"title":"Features"},{"_id":"8MHtruTXBFPtg7ps","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":10,"title":"Features"},{"_id":"0RPe6OVOmfTYs3wH","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf"],"optional":false,"spell":{"ability":"","preparation":"","uses":{"max":"","per":""}}},"value":{},"level":14,"title":"Features"}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":125061209,"id":115,"type":"class","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"The Hexblade"}}},"img":"icons/skills/targeting/crosshair-scope-sniper-green.webp","effects":[],"_id":"wIgO7eAahhajsd1e","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608467476,"modifiedTime":1675608467476,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Warlock","type":"class","system":{"description":{"value":"A wielder of magic that is derived from a bargain with an extraplanar entity
\nHit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma
Hit Points
\nHit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
@Compendium[world.ddb-graus-dnd-class-features.MoSJR93oYeQxfBCJ]{Additional Warlock Spells}
\n1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \n
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.c1GL0Yik6LHa5Jlv]{Otherworldly Patron}
\nAt 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.gaHXvPDuvDLZefqa]{Pact Magic}
\nYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
\n\nEldritch Invocations
\nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
\n\nPact Boon
\nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZjrzKuDTBMyWiWYl]{Eldritch Versatility}
\n4th-level warlock feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
\n\nAbility Score Improvement
\nWhen 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.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nMystic Arcanum (6th level)
\nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (7th level)
\nAt 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (8th level)
\nAt 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nAt 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nMystic Arcanum (9th level)
\nAt 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
\nYou regain all uses of your Mystic Arcanum when you finish a long rest.
\n\nEldritch Master
\nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nLanguages
\nSie können die Common und eine zusätzliche Sprache sprechen, lesen und schreiben außer dem kannst du noch Draconic Lesen .
\n\nAbility Score Increase
\nWenn Sie Ihre Fähigkeitswerte ermitteln, erhöhen Sie einen dieser Werte um 2 und einen anderen Wert um 1. Sie befolgen diese Regel unabhängig von der Methode, die Sie verwenden, um die Werte zu ermitteln, wie z. B. Würfeln oder Punkt kaufen.
\nDer Abschnitt „Schnellaufbau“ Ihrer Klasse bietet Vorschläge, welche Punktzahlen erhöht werden können. Es steht Ihnen frei, diesen Vorschlägen zu folgen oder sie zu ignorieren. Welche Punktzahl Sie auch erhöhen möchten, keine der Punktzahlen kann über 20 angehoben werden.
\nWenn Sie Ihre Rasse durch eine Abstammungslinie ersetzen, ersetzen Sie jede Erhöhung der Fähigkeitswerte, die Sie zuvor hatten, durch diese.
\n\nAge&Size&Speed
\nAge
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
\n\nKnowledge from a Past Life
\nSie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
\n\nMy Own Kind
\nMy Own Kind Sie sehe Bis zum Ende des nächsten Zuges alle Untoten und kennen die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
\n\nDeathless @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}
\nSie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\nAncestral Legacy
\nWenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n\nDead Lights
\nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
\n\nTurn Resistances
\nAuf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
\n\nSunlight Sensitivity
\nDu hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
\n\nSworn Revenge
\nAb der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
","chat":"","unidentified":""},"source":"","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":1269014,"version":"3.3.8","sourceId":-1,"baseName":"Undead Svart","moreDetailsUrl":"/races/1269014-undead-svart","baseRaceId":1269014,"baseRaceName":"Undead Svart","fullName":"Undead Svart","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[]},"obsidian":{"source":{"type":"race"}}},"img":null,"effects":[],"_id":"i1GAvZLyEaKcsdlE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468508,"modifiedTime":1675608468508,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age&Size&Speed","type":"feat","system":{"description":{"value":"Age
\nUndead's sind unsterblich und können so mit so alt werden wie sie wollen.
\nSize
\nUndead's variieren stark in Größe und Körperbau, von kaum 5 Fuß bis weit über 6 Fuß groß. Unabhängig von Ihrer Position in diesem Bereich ist Ihre Größe mittelgroß.
\nSpeed
\nIhre grundlegende Gehgeschwindigkeit beträgt 30 Fuß
","chat":"","unidentified":""},"source":"","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":10252607,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"qzeNNlmNXKOfCGDc","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468512,"modifiedTime":1675608468512,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Deathless Nature","type":"feat","system":{"description":{"value":"Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:\n\nDu hast einen Vorteil bei Rettungswürfen gegen Krankheit und Vergiftung und bist resistent gegen Giftschaden.\nDu hast Vorteil bei Todeswürfen.\nDu Immunti gegen Necrotic und du hast Vulnerability gegen Heilzauber.\nSie müssen nicht essen, trinken oder atmen.\nDu musst nicht schlafen, und Magie kann dich nicht einschläfern. Sie können eine lange Ruhezeit in 4 Stunden beenden, wenn Sie diese Stunden in einem inaktiven, bewegungslosen Zustand verbringen, in dem Sie bei Bewusstsein bleiben.\n\n
Sie sind dem Tod entgangen, eine Tatsache, die durch die folgenden Vorteile dargestellt wird:
\n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \n\n
Wenn Sie eine Rasse durch diese Abstammung ersetzen, können Sie die folgenden Elemente dieser Rasse behalten: alle Fertigkeiten, die Sie daraus gewonnen haben, und alle Kletter-, Flug- oder Schwimmgeschwindigkeiten, die Sie daraus gewonnen haben.
\nWenn Sie keines dieser Elemente behalten oder diese Abstammung bei der Charaktererstellung wählen, erwerben Sie Kenntnisse in zwei Fähigkeiten Ihrer Wahl.
\n \nDunkle Magie leuchtet in deinen Augenhöhlen, egal ob noch Fleisch da ist oder nicht. Du bist in der Lage, mit Klarheit wahrzunehmen, was in der Dunkelheit lauert. Sie können bei schwachem Licht in einem Umkreis von 60 Fuß um sich herum so sehen, als ob es helles Licht wäre, und bei Dunkelheit, als ob es schwaches Licht wäre. Im Dunkeln kann man keine Farbe erkennen, nur Grautöne.
","chat":"","unidentified":""},"source":"","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":10259020,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"effects":[],"_id":"0fAzfNlkpyjO3Swy","img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468527,"modifiedTime":1675608468527,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Turn Resistances","type":"feat","system":{"description":{"value":"Auf der 10. Stufe sind Sie so auf Ihre Rache konzentriert, dass Sie von göttlichen Kräften, die versuchen, turn or destroy undead zu wirken , sind sie nicht mehr so stark betroffen.
","chat":"","unidentified":""},"source":"","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":10259038,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/fire/flame-burning-creature-skeleton.webp","effects":[],"_id":"QIU94aKi0jXbiR3A","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468530,"modifiedTime":1675608468530,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Sunlight Sensitivity","type":"feat","system":{"description":{"value":"Du hast einen Nachteil bei Angriffswürfen und auf Weisheitswürfe (Wahrnehmung), die auf Sicht beruhen, wenn du, das Ziel deines Angriffs oder was auch immer du wahrzunehmen versuchst, sich in direktem Sonnenlicht befindet.
","chat":"","unidentified":""},"source":"","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":10265835,"type":"race","entityTypeId":1960452172,"dndbeyond":{},"importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/light/explosion-star-glow-blue-purple.webp","effects":[],"_id":"cG1HweKZM9CIULME","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468532,"modifiedTime":1675608468532,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style Options","type":"feat","system":{"description":{"value":"1st-level fighter feature
When you choose a fighting style, the following styles are added to your list of options.
Blind Fighting
You have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or in darkness. Moreover, you can see an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within that range, unless the creature successfully hides from you.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} by you.
1st-level warlock feature
The spells in the following list expand the warlock 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.
Level | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst * | \n
3rd | \nIntellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead * | \n
4th | \nSummon aberration * | \n
5th | \nMislead, Planar binding, Teleportation circle | \n
6th | \nSummon fiend *, Tasha’s otherworldly guise * | \n
7th | \nDream of the blue veil * | \n
9th | \nBlade of disaster *, Gate, Weird | \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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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","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":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"_id":"7RowP5unpGNidp6l","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468545,"modifiedTime":1675608468545,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Firearm Proficiency","type":"feat","system":{"description":{"value":"Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":6241,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-pistol-brass.webp","effects":[],"_id":"2n1D06vGAvnB9DVS","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468547,"modifiedTime":1675608468547,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Gunsmith","type":"feat","system":{"description":{"value":"Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
\nFirearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\nName | \nCost | \nAmmo | \nDamage | \nWeight | \nRange | \nProperties | \n
---|---|---|---|---|---|---|
Palm Pistol | \n50g | \n2g (20) | \n1d8 piercing | \n1 lb. | \n(40/160) | \n\n Light, reload 1, misfire 1 \n | \n
Pistol | \n150g | \n4g (20) | \n1d10 piercing | \n3 lb. | \n(60/240) | \n\n \n \nReload 4, misfire 1 \n | \n
Musket | \n300g | \n5g (20) | \n1d12 piercing | \n10 lb. | \n(120/480) | \n\n \n \nTwo-handed, reload 1, misfire 2 \n | \n
Pepperbox | \n250g | \n4g (20) | \n1d10 piercing | \n5 lb. | \n(80/320) | \n\n \n \nReload 6, misfire 2 \n | \n
Blunderbuss | \n300g | \n5g (5) | \n2d8 piercing | \n10 lb. | \n(15/60) | \n\n \n \nReload 1, misfire 2 \n | \n
Bad News | \nCrafted | \n10g (5) | \n2d12 piercing | \n25 lb. | \n(200/800) | \n\n \n \nTwo-handed, reload 1, misfire 3 \n | \n
Hand Mortar | \nCrafted | \n10g (1) | \n2d8 fire | \n10 lb. | \n(30/60) | \n\n \n \nReload 1, misfire 3, explosive \n | \n
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
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When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
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When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Violent Shot","choiceId":"3-9790-272875361","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/skills/ranged/cannon-barrel-firing-yellow.webp","effects":[],"_id":"48QzhbnfFiJPy0lw","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468568,"modifiedTime":1675608468568,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Piercing Shot","type":"feat","system":{"description":{"value":"These trick shots are presented in alphabetical order.
When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Piercing Shot","choiceId":"3-9791-272875370","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"_id":"u1KURB0qcawdAWyL","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468571,"modifiedTime":1675608468571,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Otherworldly Patron","type":"feat","system":{"description":{"value":"At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Warlock","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":386,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/sundries/lights/candles-lit-red-evil.webp","effects":[],"_id":"FWN6PHxYKNHvd3nt","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468573,"modifiedTime":1675608468573,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Pact Magic","type":"feat","system":{"description":{"value":"Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
\nThe Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.
\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
","chat":"","unidentified":""},"source":"Warlock","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":387,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"_id":"c0pzwiTUi9xL397E","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468580,"modifiedTime":1675608468580,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Devil's Sight","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Devil’s Sight","choiceId":"3-1-272875478","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Tcp534a3SZU5Fhfu","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468583,"modifiedTime":1675608468583,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Eldritch Invocations: Armor of Shadows","type":"feat","system":{"description":{"value":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
\nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can cast mage armor on yourself at will, without expending a spell slot or material components.
","chat":"","unidentified":""},"source":"Warlock","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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Armor of Shadows","choiceId":"3-2-272875487","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"_id":"Npti4w3utkgABPCE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468591,"modifiedTime":1675608468591,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expanded Spell List","type":"feat","system":{"description":{"value":"The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
\nSpell Level | \nSpells | \n
---|---|
1st | \nshield, wrathful smite | \n
2nd | \nblur, branding smite | \n
3rd | \nblink, elemental weapon | \n
4th | \nphantasmal killer, staggering smite | \n
5th | \nbanishing smite, cone of cold | \n
\n
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
\nBefore 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.
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.
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. |
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) |
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. |
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. |
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.
\n
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}. Until the curse ends, you gain the following benefits:
\nYou can’t use this feature again until you finish a short or long rest.
\n \n\n
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
\nThe influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
\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\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.
\nOnce 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\n
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nThe 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\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.
\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
\n \n\n
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
\nTrick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
\nYou learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
\nGrit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
\nSaving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Sie erinnern sich vorübergehend an flüchtige Erinnerungen an die Vergangenheit, vielleicht verblasste Erinnerungen an vergangene Zeiten oder ein früheres Leben. Wenn Sie eine Fähigkeitsprobe machen, die eine Fertigkeit verwendet, können Sie sofort einen W6 würfeln, nachdem Sie die Zahl auf dem W20 gesehen haben, und die Zahl auf dem W6 zur Probe hinzufügen. Du kannst diese Funktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle aufgewendeten Anwendungen zurück, wenn du eine lange Pause beendest.
","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":4,"max":"4","per":"lr","recovery":""},"consume":{"type":"attribute","target":"resources.primary.value","amount":1},"ability":"","actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["+ 6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":"6526788","entityTypeId":"222216831","componentId":10252819,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"img":"icons/environment/settlement/graveyard-tombstone-night.webp","effects":[],"_id":"pOiAivnUjVJgBDYG","folder":null,"sort":75000,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468692,"modifiedTime":1675609468561,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"name":"5 My Own Kind","type":"feat","system":{"description":{"value":"My Own Kind Sie sehe Bis zum Ende des nächsten Zuges kennen sie die Position aller Untoten innerhalb von 60 Fuß um dich herum, die sich nicht hinter vollständiger Deckung befinden .
","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr","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":"6531138","entityTypeId":"222216831","componentId":10258544,"componentTypeId":1960452172,"type":"race","importId":"1DyB44O81gtZ78dL"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}},"tidy5e-sheet":{"favorite":true},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"autoFailFriendly":false,"autoSaveFriendly":false,"rollOther":false,"critOther":false,"offHandWeapon":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"effects":[],"_id":"FyC6AJyclJ2EFP9t","img":"icons/creatures/eyes/humanoid-single-red-brown.webp","folder":null,"sort":93750,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468695,"modifiedTime":1675614262471,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"6 Sworn Revenge","type":"feat","system":{"description":{"value":"Ab der 3. Stufe erlaubt dir deine rachsüchtige Natur, Rache an einer Kreatur zu schwören, die dir oder deinen Verbündeten Schaden zufügt. Wähle als Reaktion eine Kreatur, die du innerhalb von 60 feet von dir sehen kannst und die dir oder einem Verbündeten in ihrem Zug Schaden zugefügt hat. Du schwörst Rache an dieser Kreatur und sie wird dein Hauptziel der Rache. Sie können dieses Gelübde nicht freiwillig beenden oder verschieben. Der Schwur endet erst, wenn das Ziel stirbt, selbst wenn Sie sterben oder kampfunfähig werden. Bis das Gelübde endet, erhältst du einen Bonus auf Schadenswürfe gegen dieses Ziel. Dieser Schaden entspricht Ihrem Fähigkeitsbonus. Jeder Angriffswurf gegen das verfluchte Ziel ist ein kritischer Treffer bei einem Wurf von 19 oder 20 auf dem W20. Du bist im Nachteil, wenn du eine andere Kreatur als das Ziel deiner Rache angreifst.
\n
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
\nYour Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":{"value":250,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"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":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038282661,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":142,"originalName":"Malice (Inhaled)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/tools/laboratory/mortar-powder-green.webp","_id":"UG8RcWte0OGDShMB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468747,"modifiedTime":1675608468747,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Serpent Venom (Injury)","type":"consumable","system":{"description":{"value":"This poison must be harvested from a dead or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":3,"weight":0,"price":{"value":200,"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":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":true},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":1038283000,"entityTypeId":1439493548,"containerEntityId":1038282055,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":147,"originalName":"Serpent Venom (Injury)","version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/consumables/potions/potion-tube-corked-blue.webp","_id":"0Ap2pLh1HSHMX7SJ","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468750,"modifiedTime":1675608468750,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 215","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"special"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Arms of Hadar","flags":{"ddbimporter":{"id":136067,"definitionId":2311,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136067,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Arms of Hadar","sources":[{"sourceId":2,"pageNumber":215,"sourceType":1}],"tags":["Damage","Control"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/commodities/biological/tentacle-purple-white.webp","effects":[],"_id":"6NZzXnkeyju4jZxc","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468752,"modifiedTime":1675608468752,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
\nThis 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 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Chill Touch","flags":{"ddbimporter":{"id":136199,"definitionId":2026,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136199,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Chill Touch","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/projectile-ice-faceted-blue.webp","effects":[],"_id":"v4bm70Vi2i7EHpvI","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468755,"modifiedTime":1675608468755,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
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 curse a new creature.
A remove curse cast on the target ends this spell early.
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":"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":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[necrotic - Whenever you hit the target with an attack]","necrotic"]],"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":"the petrified eye of a newt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Hex","flags":{"ddbimporter":{"id":138073,"definitionId":2317,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138073,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hex","sources":[{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/perception/silhouette-stealth-shadow.webp","effects":[],"_id":"2kdxW76f76DhznR4","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468757,"modifiedTime":1675608468757,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"8","units":"hour"},"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":null,"amount":null},"ability":null,"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":false},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":233,"definitionId":2172,"entityTypeId":420821570,"dndbeyond":{"class":"Warlock","lookup":"classFeature","lookupName":"Armor of Shadows","lookupId":134,"level":11,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":233,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"_id":"54MZ5TBZN6xZkE4J","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468759,"modifiedTime":1675608468759,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","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.
\nYou 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.
\nThe 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":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":"","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},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138435,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138435,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mage Hand","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/water/water-hand.webp","effects":[],"_id":"nCtiPm8gHe5bHPsa","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468762,"modifiedTime":1675608468762,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"An @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"reaction","cost":1,"condition":"which you take when you are hit by an attack or targeted by the magic missile spell"},"duration":{"value":"1","units":"round"},"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":null,"amount":null},"ability":null,"actionType":"other","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":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"pact","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shield","flags":{"ddbimporter":{"id":138702,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Warlock","level":2,"characterClassId":125061209,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138702,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.3.8","importId":"1DyB44O81gtZ78dL"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"_id":"NNwMjExFPzz7LIAV","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468764,"modifiedTime":1675608468764,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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","chat":"","unidentified":"Gear"},"source":"","quantity":1,"weight":10,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":true,"rarity":"common","identified":true,"toolType":"","baseItem":"tinker","ability":"dex","chatFlavor":"","proficient":1,"bonus":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608509446,"modifiedTime":1675608616596,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"folder":"9QoyMNfbJpFYUOLo","name":"Rauch Granate","type":"weapon","img":"icons/weapons/thrown/bomb-gas-grey-purple.webp","system":{"description":{"value":"Eine Granate ist ein kleines, zylindrisches Gerät, das als Wurfwaffe geworfen werden kann. Bevor sie von Hand geworfen wird, muss die Granate mit einer schnellen Drehung eines Zifferblatts an einem Ende vorbereitet und dann mit einem Klick auf einen Knopf in der Mitte dieses Zifferblatts scharf gemacht werden. Das Zünden und Scharfmachen einer Granate ist eine freie Aktion;
Die Granate detoniert zur eingestellten Zeit des Trägers, hoffentlich im Zielbereich. Wenn eine Granate explodiert, fügt sie allen Zielen in einem Umkreis von 20 Fuß ihren aufgeführten Schaden zu oder halb so viel Schaden an Charakteren, denen ein Geschicklichkeitswurf gegen SG 15 gelingt .
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Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
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diff --git a/worlds/graus-dnd/data/settings.db b/worlds/graus-dnd/data/settings.db index 3de67be..002d6d9 100755 --- a/worlds/graus-dnd/data/settings.db +++ b/worlds/graus-dnd/data/settings.db @@ -178,3 +178,5 @@ 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{"key":"core.moduleConfiguration","value":"{\"actually-private-rolls\":true,\"ct-effect-tooltips\":true,\"combat-utility-belt\":true,\"cursor-hider\":true,\"ddb-importer\":true,\"dfreds-droppables\":true,\"dice-so-nice\":true,\"dice-calculator\":true,\"dnd5e-helpers\":false,\"dnd-ui\":true,\"dndbeyond-character-sheet\":true,\"forien-quest-log\":true,\"fxmaster\":true,\"lang-de\":true,\"gm-token-drag-visibility-v2\":true,\"grouproll\":true,\"healthEstimate\":true,\"initiative-double-click\":true,\"lets-trade-5e\":true,\"colorsettings\":true,\"lib-wrapper\":true,\"monks-little-details\":true,\"monks-scene-navigation\":true,\"monks-tokenbar\":true,\"monks-wall-enhancement\":true,\"multilevel-tokens\":true,\"permission_viewer\":true,\"party-overview\":true,\"pointer\":true,\"polyglot\":true,\"popout\":true,\"quick-insert\":true,\"settings-extender\":true,\"socketlib\":true,\"splatter\":true,\"split-join-journal\":true,\"tabletop-rpg-music\":true,\"trs-ancient-temple-white-dice-set\":true,\"trs-dragon-drogon-dice-set\":true,\"trs-dragon-saphira-dice-set\":true,\"trs-dragon-smaug-dice-set\":true,\"trs-dragon-green-dice-set\":true,\"trs-gold-ore-dice-set\":true,\"tidy-ui_game-settings\":true,\"torch\":true,\"dd-import\":true,\"tidy5e-sheet\":true,\"advanced-macros\":true,\"betterrolls5e\":false,\"dfreds-convenient-effects\":true,\"dfreds-effects-panel\":true,\"dfreds-pocket-change\":true,\"dae\":true,\"foundry_community_tables\":true,\"midi-qol\":true,\"monks-active-tiles\":true,\"smarttarget\":true,\"foundry-die-hard\":false,\"fast-flip\":true}","_id":"rUxUtBgqTWCmdWaP","_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1664112051656,"modifiedTime":1675636425921,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"key":"core.moduleConfiguration","value":"{\"actually-private-rolls\":true,\"ct-effect-tooltips\":true,\"combat-utility-belt\":true,\"cursor-hider\":true,\"ddb-importer\":true,\"dfreds-droppables\":true,\"dice-so-nice\":true,\"dice-calculator\":true,\"dnd5e-helpers\":false,\"dnd-ui\":true,\"dndbeyond-character-sheet\":true,\"forien-quest-log\":true,\"fxmaster\":true,\"lang-de\":true,\"gm-token-drag-visibility-v2\":true,\"grouproll\":true,\"healthEstimate\":true,\"initiative-double-click\":true,\"lets-trade-5e\":true,\"colorsettings\":true,\"lib-wrapper\":true,\"monks-little-details\":true,\"monks-scene-navigation\":true,\"monks-tokenbar\":true,\"monks-wall-enhancement\":true,\"multilevel-tokens\":true,\"permission_viewer\":true,\"party-overview\":true,\"pointer\":true,\"polyglot\":true,\"popout\":true,\"quick-insert\":true,\"settings-extender\":true,\"socketlib\":true,\"splatter\":true,\"split-join-journal\":true,\"tabletop-rpg-music\":true,\"trs-ancient-temple-white-dice-set\":true,\"trs-dragon-drogon-dice-set\":true,\"trs-dragon-saphira-dice-set\":true,\"trs-dragon-smaug-dice-set\":true,\"trs-dragon-green-dice-set\":true,\"trs-gold-ore-dice-set\":true,\"tidy-ui_game-settings\":true,\"torch\":true,\"dd-import\":true,\"tidy5e-sheet\":true,\"advanced-macros\":true,\"betterrolls5e\":false,\"dfreds-convenient-effects\":true,\"dfreds-effects-panel\":true,\"dfreds-pocket-change\":true,\"dae\":true,\"foundry_community_tables\":true,\"midi-qol\":true,\"monks-active-tiles\":true,\"smarttarget\":true,\"foundry-die-hard\":false,\"fast-flip\":true}","_id":"rUxUtBgqTWCmdWaP","_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1664112051656,"modifiedTime":1675636685682,"lastModifiedBy":"NKXwoX82cTxPYATP"}} 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