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These special tools include the items needed to pursue a craft or trade in leatherworking.
\nProficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":5,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"leatherworker","ability":"int","chatFlavor":"","proficient":0,"bonus":"","damage":{"parts":[]}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0yzVm7B7oisxBjm1","name":"Ledertasche","type":"backpack","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0}},"ownership":{"default":0,"nP9JMbc9lqWmPkoF":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rTxShcbAyMTI9lOe","name":"Leder","type":"loot","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":18,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true},"ownership":{"default":0,"nP9JMbc9lqWmPkoF":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"qd3gPHnE5QiHZo6g","name":"Sprechende Puppe","type":"loot","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"flags":{},"system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":25,"attunement":0,"equipped":false,"rarity":"","identified":true},"ownership":{"default":0,"nP9JMbc9lqWmPkoF":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tGRJYzNh1BE41MKX","name":"Wand of Magic Missiles","type":"consumable","img":"icons/weapons/staves/staff-ornate-engraved-blue.webp","effects":[],"folder":null,"sort":300000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.1taRIMF9w7jpnonN"}},"system":{"description":{"value":"This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the @Compendium[dnd5e.spells.41JIhpDyM9Anm7cs]{Magic Missile} spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
","chat":"","unidentified":""},"source":"DMG pg. 211","quantity":1,"weight":1,"price":8000,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":7,"per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":"1d4 +1"},"formula":"1d6 +1","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"wand","attributes":{"spelldc":10}},"ownership":{"default":0,"nP9JMbc9lqWmPkoF":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"LyDcGu4aOlYtvkmk","name":"Weaver's Tools unterschrieben von Versage","type":"tool","img":"icons/equipment/back/cloak-hooded-pink.webp","effects":[],"folder":null,"sort":3000000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.ap9prThUB2y9lDyj"},"midi-qol":{"effectActivation":false},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickCheck":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"These special tools include the items needed to pursue a craft or trade in weaving.
\nProficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"weaver","ability":"dex","chatFlavor":"","proficient":0,"bonus":"","damage":{"parts":[]}},"ownership":{"default":0,"nP9JMbc9lqWmPkoF":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GB81KZ3xiItebOjl","name":"Wild Magic","type":"subclass","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"subclassDefinitionId":81207239,"id":47,"importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"class","text":"Wild Magic"}}},"system":{"description":{"value":"Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
@Compendium[world.ddb-graus-dnd-class-features.SJ3pUmsbrL2bmnvG]{Wild Magic Surge}
\nStarting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
\n\n d100 \n | \n\n Effect \n | \n
---|---|
\n 01–02 \n | \n\n Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. \n | \n
\n 03–04 \n | \n\n For the next minute, you can see any @Compendium[dnd5e.rules.Invisible]{invisible} creature if you have line of sight to it. \n | \n
\n 05–06 \n | \n\n A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. \n | \n
\n 07–08 \n | \n\n You cast fireball as a 3rd-level spell centered on yourself. \n | \n
\n 09–10 \n | \n\n You cast magic missile as a 5th-level spell. \n | \n
\n 11–12 \n | \n\n Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. \n | \n
\n 13–14 \n | \n\n You cast confusion centered on yourself. \n | \n
\n 15–16 \n | \n\n For the next minute, you regain 5 hit points at the start of each of your turns. \n | \n
\n 17–18 \n | \n\n You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. \n | \n
\n 19–20 \n | \n\n You cast grease centered on yourself. \n | \n
\n 21–22 \n | \n\n Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. \n | \n
\n 23–24 \n | \n\n Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. \n | \n
\n 25–26 \n | \n\n An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (@Compendium[dnd5e.rules.Using Each Ability]{Perception}) checks that rely on sight. \n | \n
\n 27–28 \n | \n\n For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. \n | \n
\n 29–30 \n | \n\n You teleport up to 60 feet to an unoccupied space of your choice that you can see. \n | \n
\n 31–32 \n | \n\n You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. \n | \n
\n 33–34 \n | \n\n Maximize the damage of the next damaging spell you cast within the next minute. \n | \n
\n 35–36 \n | \n\n Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. \n | \n
\n 37–38 \n | \n\n 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are @Compendium[dnd5e.rules.Frightened]{frightened} of you. They vanish after 1 minute. \n | \n
\n 39–40 \n | \n\n You regain 2d10 hit points. \n | \n
\n 41–42 \n | \n\n You turn into a potted plant until the start of your next turn. While a plant, you are @Compendium[dnd5e.rules.Incapacitated]{incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. \n | \n
\n 43–44 \n | \n\n For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. \n | \n
\n 45–46 \n | \n\n You cast levitate on yourself. \n | \n
\n 47–48 \n | \n\n A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. \n | \n
\n 49–50 \n | \n\n You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. \n | \n
\n 51–52 \n | \n\n A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. \n | \n
\n 53–54 \n | \n\n You are immune to being intoxicated by alcohol for the next 5d6 days. \n | \n
\n 55–56 \n | \n\n Your hair falls out but grows back within 24 hours. \n | \n
\n 57–58 \n | \n\n For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. \n | \n
\n 59–60 \n | \n\n You regain your lowest-level expended spell slot. \n | \n
\n 61–62 \n | \n\n For the next minute, you must shout when you speak. \n | \n
\n 63–64 \n | \n\n You cast fog cloud centered on yourself. \n | \n
\n 65–66 \n | \n\n Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. \n | \n
\n 67–68 \n | \n\n You are @Compendium[dnd5e.rules.Frightened]{frightened} by the nearest creature until the end of your next turn. \n | \n
\n 69–70 \n | \n\n Each creature within 30 feet of you becomes @Compendium[dnd5e.rules.Invisible]{invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell. \n | \n
\n 71–72 \n | \n\n You gain resistance to all damage for the next minute. \n | \n
\n 73–74 \n | \n\n A random creature within 60 feet of you becomes @Compendium[dnd5e.rules.Poisoned]{poisoned} for 1d4 hours. \n | \n
\n 75–76 \n | \n\n You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is @Compendium[dnd5e.rules.Blinded]{blinded} until the end of its next turn. \n | \n
\n 77–78 \n | \n\n You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. \n | \n
\n 79–80 \n | \n\n Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. \n | \n
\n 81–82 \n | \n\n You can take one additional action immediately. \n | \n
\n 83–84 \n | \n\n Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. \n | \n
\n 85–86 \n | \n\n You cast mirror image. \n | \n
\n 87–88 \n | \n\n You cast fly on a random creature within 60 feet of you. \n | \n
\n 89–90 \n | \n\n You become @Compendium[dnd5e.rules.Invisible]{invisible} for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. \n | \n
\n 91–92 \n | \n\n If you die within the next minute, you immediately come back to life as if by the reincarnate spell. \n | \n
\n 93–94 \n | \n\n Your size increases by one size category for the next minute. \n | \n
\n 95–96 \n | \n\n You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. \n | \n
\n 97–98 \n | \n\n You are surrounded by faint, ethereal music for the next minute. \n | \n
\n 99–00 \n | \n\n You regain all expended sorcery points. \n | \n
@Compendium[world.ddb-graus-dnd-class-features.MbcpGLiaMPgyi9Kq]{Tides of Chaos}
\nStarting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
\nAny time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
\n\n@Compendium[world.ddb-graus-dnd-class-features.zyZEmmZ999fnsUzG]{Bend Luck}
\nStarting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
\n\n@Compendium[world.ddb-graus-dnd-class-features.AcPe73674FUfM4Mx]{Controlled Chaos}
\nAt 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
\n\n@Compendium[world.ddb-graus-dnd-class-features.soRtmVeWfpKIdba5]{Spell Bombardment}
\nBeginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
\n\n","chat":"","unidentified":""},"source":"","identifier":"wild-magic","classIdentifier":"sorcerer","advancement":[{"_id":"8yed37wdiukn3ryi","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.SJ3pUmsbrL2bmnvG","Compendium.world.ddb-graus-dnd-class-features.MbcpGLiaMPgyi9Kq"]},"value":{},"level":1,"title":"Features","icon":"","classRestriction":""},{"_id":"az3aom2cvanthanm","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.zyZEmmZ999fnsUzG"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"8e0ctu9rzxqx5kp6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.AcPe73674FUfM4Mx"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""},{"_id":"17x2yt4oi6q8hh6p","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.soRtmVeWfpKIdba5"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"lMPjpMi3MflWgNwO","name":"Noble","type":"background","img":"icons/skills/trades/academics-book-study-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":10,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"background"}}},"system":{"description":{"value":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
FEATURE: POSITION OF PRIVILEGE
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
d8 | Personality Trait |
---|---|
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | The common folk love me for my kindness and generosity. |
3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. |
4 | I take great pains to always look my best and follow the latest fashions. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
d6 | Ideal |
---|---|
1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) |
2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) |
3 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) |
4 | Power. If I can attain more power, no one will tell me what to do. (Evil) |
5 | Family. Blood runs thicker than water. (Any) |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) |
d6 | Bond |
---|---|
1 | I will face any challenge to win the approval of my family. |
2 | My house’s alliance with another noble family must be sustained at all costs. |
3 | Nothing is more important than the other members of my family. |
4 | I am in love with the heir of a family that my family despises. |
5 | My loyalty to my sovereign is unwavering. |
6 | The common folk must see me as a hero of the people. |
d6 | Flaw |
---|---|
1 | I secretly believe that everyone is beneath me. |
2 | I hide a truly scandalous secret that could ruin my family forever. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | In fact, the world does revolve around me. |
6 | By my words and actions, I often bring shame to my family. |
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
FEATURE: POSITION OF PRIVILEGE
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
d8 | Personality Trait |
---|---|
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | The common folk love me for my kindness and generosity. |
3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. |
4 | I take great pains to always look my best and follow the latest fashions. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
d6 | Ideal |
---|---|
1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) |
2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) |
3 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) |
4 | Power. If I can attain more power, no one will tell me what to do. (Evil) |
5 | Family. Blood runs thicker than water. (Any) |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) |
d6 | Bond |
---|---|
1 | I will face any challenge to win the approval of my family. |
2 | My house’s alliance with another noble family must be sustained at all costs. |
3 | Nothing is more important than the other members of my family. |
4 | I am in love with the heir of a family that my family despises. |
5 | My loyalty to my sovereign is unwavering. |
6 | The common folk must see me as a hero of the people. |
d6 | Flaw |
---|---|
1 | I secretly believe that everyone is beneath me. |
2 | I hide a truly scandalous secret that could ruin my family forever. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | In fact, the world does revolve around me. |
6 | By my words and actions, I often bring shame to my family. |
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny ball of bat guano and sulfur"},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"enaAZuEGx7kLERBT","name":"Animate Objects","type":"spell","img":"icons/magic/earth/projectile-stone-boulder-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136046,"definitionId":1997,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":9,"characterClassId":81207239,"spellLevel":5,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136046,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Animate Objects","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":213,"sourceType":1}],"tags":["Creation","Damage"],"version":"2.9.51","importId":"wnt838jzk8k5dwj0"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
\nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
\nSize | \nHP | \nAC | \nStr | \nDex | \nAttack | \n
---|---|---|---|---|---|
Tiny | \n20 | \n18 | \n4 | \n18 | \n+8 to hit, 1d4 + 4 damage | \n
Small | \n25 | \n16 | \n6 | \n14 | \n+6 to hit, 1d8 + 2 damage | \n
Medium | \n40 | \n13 | \n10 | \n12 | \n+5 to hit, 2d6 + 1 damage | \n
Large | \n50 | \n10 | \n14 | \n10 | \n+6 to hit, 2d10 + 2 damage | \n
Huge | \n80 | \n10 | \n18 | \n6 | \n+8 to hit, 2d12 + 4 damage | \n
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has @Compendium[dnd5e.rules.Blindsight]{blindsight} with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
\nIf you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
\nAt Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 213","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"7Bvtxr66mmGLDpT1","name":"Sorcerer","type":"class","img":"icons/magic/earth/projectiles-magma-stone-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":81207239,"definitionId":6,"entityTypeId":1446578651,"spellSlotDivisor":1,"spellCastingAbility":"cha","importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"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
Proficiencies
\nArmor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from @Compendium[dnd5e.rules.Using Each Ability]{Arcana}, @Compendium[dnd5e.rules.Using Each Ability]{Deception}, @Compendium[dnd5e.rules.Using Each Ability]{Insight}, @Compendium[dnd5e.rules.Using Each Ability]{Intimidation}, @Compendium[dnd5e.rules.Using Each Ability]{Persuasion}, and @Compendium[dnd5e.rules.Using Each Ability]{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\nMetamagic
\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\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\nSorcerous 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:
\nThe kalashtar are a compound people created from the union of humanity and renegade spirits from the plane of dreams.
\nRacial Traits
+2 Wisdom, +1 Charisma, Dual Mind, Mental Discipline, Mind Link, Severed from Dreams
Ability Score Increase
\nYour Wisdom score increases by 2, and your Charisma score increases by 1.
\n\nAge
\nKalashtar mature and age at the same rate as humans.
\n\nAlignment
\nThe noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
\n\nSize
\nYour size is Medium. To set your height and weight randomly, start with rolling a size modifier:
\nSize modifier = 2d6
\nHeight = 5 feet + 4 inches + your size modifier in inches
\nWeight in pounds = 110 + (1d6 × your size modifier)
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\nDual Mind
\nYou have advantage on all Wisdom saving throws.
\n\nMental Discipline
\nYou have resistance to psychic damage.
\n\nMind Link
\nYou can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
\nWhen you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
\n\nSevered from Dreams
\nKalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
\n\nLanguages
\nYou can speak, read, and write Common, Quori, and one other language of your choice.
\n\n","chat":"","unidentified":""},"source":"Eberron: Rising from the Last War pg 29","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"jsSqmer58dnlDddU","name":"Dual Mind","type":"feat","img":"icons/magic/symbols/runes-star-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":2148551,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You have advantage on all Wisdom saving throws.
","chat":"You have advantage on all Wisdom saving throws.
","unidentified":""},"source":"Eberron: Rising from the Last War","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BKsqQJFKG3HYcwZ3","name":"Mental Discipline","type":"feat","img":"icons/magic/defensive/shield-barrier-glowing-triangle-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":2148552,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You have resistance to psychic damage.
","chat":"You have resistance to psychic damage.
","unidentified":""},"source":"Eberron: Rising from the Last War","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"CfQR4NOmceONhX0N","name":"Mind Link","type":"feat","img":"icons/magic/control/energy-stream-link-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":2148553,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You can speak telepathically to any creature you can see within 90 ft. of you. You don’t need to share a language with the creature for it to understand, but the creature must be able to understand at least one language.\n\nAs an action, when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically with you for the next hour, or until you end this effect as an action.\n\n
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
\nWhen you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
\n \n\n
You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
\nWhen you’re using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
\n \n\n
Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
\n \n\n
Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
\n \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.
","chat":"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.
","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ODZLLmTK9cKywqx0","name":"Sorcerous Origin","type":"feat","img":"icons/magic/fire/beam-jet-stream-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":370,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer"},"class":"Sorcerer","subclass":"Wild Magic","importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"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":"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.
","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TC4vumuyNjDeg9o4","name":"Font of Magic","type":"feat","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"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":"Wild Magic","importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"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":"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.
","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5LCZusFJ7fyGyRuz","name":"Metamagic: Distant Spell","type":"feat","img":"icons/skills/targeting/target-strike-triple-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":372,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Distant Spell","choiceId":"3-24-170242279","componentId":372,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer"},"class":"Sorcerer","subclass":"Wild Magic","importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"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 range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
","chat":"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 range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
","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":"aYC6g9wb5ix0Y9QA","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"nXOx1djwsFZacMGd","name":"Metamagic: Quickened Spell","type":"feat","img":"icons/magic/time/clock-stopwatch-white-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":372,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Quickened Spell","choiceId":"3-26-194559200","componentId":372,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Sorcerer"},"class":"Sorcerer","subclass":"Wild Magic","importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"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":"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.
","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":"aYC6g9wb5ix0Y9QA","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ksHUJrfIO8RkRxjc","name":"Wild Magic Surge","type":"feat","img":"icons/magic/lightning/bolts-forked-large-magenta.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":381,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Sorcerer : Wild Magic"},"class":"Sorcerer","subclass":"Wild Magic","importId":"wnt838jzk8k5dwj0"},"obsidian":{"source":{"type":"class","text":"Sorcerer"}}},"system":{"description":{"value":"Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
\n\n d100 \n | \n\n Effect \n | \n
---|---|
\n 01–02 \n | \n\n Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. \n | \n
\n 03–04 \n | \n\n For the next minute, you can see any @Compendium[dnd5e.rules.Invisible]{invisible} creature if you have line of sight to it. \n | \n
\n 05–06 \n | \n\n A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. \n | \n
\n 07–08 \n | \n\n You cast fireball as a 3rd-level spell centered on yourself. \n | \n
\n 09–10 \n | \n\n You cast magic missile as a 5th-level spell. \n | \n
\n 11–12 \n | \n\n Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. \n | \n
\n 13–14 \n | \n\n You cast confusion centered on yourself. \n | \n
\n 15–16 \n | \n\n For the next minute, you regain 5 hit points at the start of each of your turns. \n | \n
\n 17–18 \n | \n\n You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. \n | \n
\n 19–20 \n | \n\n You cast grease centered on yourself. \n | \n
\n 21–22 \n | \n\n Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. \n | \n
\n 23–24 \n | \n\n Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. \n | \n
\n 25–26 \n | \n\n An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (@Compendium[dnd5e.rules.Using Each Ability]{Perception}) checks that rely on sight. \n | \n
\n 27–28 \n | \n\n For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. \n | \n
\n 29–30 \n | \n\n You teleport up to 60 feet to an unoccupied space of your choice that you can see. \n | \n
\n 31–32 \n | \n\n You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. \n | \n
\n 33–34 \n | \n\n Maximize the damage of the next damaging spell you cast within the next minute. \n | \n
\n 35–36 \n | \n\n Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. \n | \n
\n 37–38 \n | \n\n 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are @Compendium[dnd5e.rules.Frightened]{frightened} of you. They vanish after 1 minute. \n | \n
\n 39–40 \n | \n\n You regain 2d10 hit points. \n | \n
\n 41–42 \n | \n\n You turn into a potted plant until the start of your next turn. While a plant, you are @Compendium[dnd5e.rules.Incapacitated]{incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. \n | \n
\n 43–44 \n | \n\n For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. \n | \n
\n 45–46 \n | \n\n You cast levitate on yourself. \n | \n
\n 47–48 \n | \n\n A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. \n | \n
\n 49–50 \n | \n\n You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. \n | \n
\n 51–52 \n | \n\n A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. \n | \n
\n 53–54 \n | \n\n You are immune to being intoxicated by alcohol for the next 5d6 days. \n | \n
\n 55–56 \n | \n\n Your hair falls out but grows back within 24 hours. \n | \n
\n 57–58 \n | \n\n For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. \n | \n
\n 59–60 \n | \n\n You regain your lowest-level expended spell slot. \n | \n
\n 61–62 \n | \n\n For the next minute, you must shout when you speak. \n | \n
\n 63–64 \n | \n\n You cast fog cloud centered on yourself. \n | \n
\n 65–66 \n | \n\n Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. \n | \n
\n 67–68 \n | \n\n You are @Compendium[dnd5e.rules.Frightened]{frightened} by the nearest creature until the end of your next turn. \n | \n
\n 69–70 \n | \n\n Each creature within 30 feet of you becomes @Compendium[dnd5e.rules.Invisible]{invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell. \n | \n
\n 71–72 \n | \n\n You gain resistance to all damage for the next minute. \n | \n
\n 73–74 \n | \n\n A random creature within 60 feet of you becomes @Compendium[dnd5e.rules.Poisoned]{poisoned} for 1d4 hours. \n | \n
\n 75–76 \n | \n\n You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is @Compendium[dnd5e.rules.Blinded]{blinded} until the end of its next turn. \n | \n
\n 77–78 \n | \n\n You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. \n | \n
\n 79–80 \n | \n\n Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. \n | \n
\n 81–82 \n | \n\n You can take one additional action immediately. \n | \n
\n 83–84 \n | \n\n Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. \n | \n
\n 85–86 \n | \n\n You cast mirror image. \n | \n
\n 87–88 \n | \n\n You cast fly on a random creature within 60 feet of you. \n | \n
\n 89–90 \n | \n\n You become @Compendium[dnd5e.rules.Invisible]{invisible} for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. \n | \n
\n 91–92 \n | \n\n If you die within the next minute, you immediately come back to life as if by the reincarnate spell. \n | \n
\n 93–94 \n | \n\n Your size increases by one size category for the next minute. \n | \n
\n 95–96 \n | \n\n You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. \n | \n
\n 97–98 \n | \n\n You are surrounded by faint, ethereal music for the next minute. \n | \n
\n 99–00 \n | \n\n You regain all expended sorcery points. \n | \n
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
\n\n d100 \n | \n\n Effect \n | \n
---|---|
\n 01–02 \n | \n\n Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. \n | \n
\n 03–04 \n | \n\n For the next minute, you can see any @Compendium[dnd5e.rules.Invisible]{invisible} creature if you have line of sight to it. \n | \n
\n 05–06 \n | \n\n A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. \n | \n
\n 07–08 \n | \n\n You cast fireball as a 3rd-level spell centered on yourself. \n | \n
\n 09–10 \n | \n\n You cast magic missile as a 5th-level spell. \n | \n
\n 11–12 \n | \n\n Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. \n | \n
\n 13–14 \n | \n\n You cast confusion centered on yourself. \n | \n
\n 15–16 \n | \n\n For the next minute, you regain 5 hit points at the start of each of your turns. \n | \n
\n 17–18 \n | \n\n You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. \n | \n
\n 19–20 \n | \n\n You cast grease centered on yourself. \n | \n
\n 21–22 \n | \n\n Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. \n | \n
\n 23–24 \n | \n\n Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. \n | \n
\n 25–26 \n | \n\n An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (@Compendium[dnd5e.rules.Using Each Ability]{Perception}) checks that rely on sight. \n | \n
\n 27–28 \n | \n\n For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. \n | \n
\n 29–30 \n | \n\n You teleport up to 60 feet to an unoccupied space of your choice that you can see. \n | \n
\n 31–32 \n | \n\n You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. \n | \n
\n 33–34 \n | \n\n Maximize the damage of the next damaging spell you cast within the next minute. \n | \n
\n 35–36 \n | \n\n Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. \n | \n
\n 37–38 \n | \n\n 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are @Compendium[dnd5e.rules.Frightened]{frightened} of you. They vanish after 1 minute. \n | \n
\n 39–40 \n | \n\n You regain 2d10 hit points. \n | \n
\n 41–42 \n | \n\n You turn into a potted plant until the start of your next turn. While a plant, you are @Compendium[dnd5e.rules.Incapacitated]{incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. \n | \n
\n 43–44 \n | \n\n For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. \n | \n
\n 45–46 \n | \n\n You cast levitate on yourself. \n | \n
\n 47–48 \n | \n\n A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. \n | \n
\n 49–50 \n | \n\n You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. \n | \n
\n 51–52 \n | \n\n A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. \n | \n
\n 53–54 \n | \n\n You are immune to being intoxicated by alcohol for the next 5d6 days. \n | \n
\n 55–56 \n | \n\n Your hair falls out but grows back within 24 hours. \n | \n
\n 57–58 \n | \n\n For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. \n | \n
\n 59–60 \n | \n\n You regain your lowest-level expended spell slot. \n | \n
\n 61–62 \n | \n\n For the next minute, you must shout when you speak. \n | \n
\n 63–64 \n | \n\n You cast fog cloud centered on yourself. \n | \n
\n 65–66 \n | \n\n Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. \n | \n
\n 67–68 \n | \n\n You are @Compendium[dnd5e.rules.Frightened]{frightened} by the nearest creature until the end of your next turn. \n | \n
\n 69–70 \n | \n\n Each creature within 30 feet of you becomes @Compendium[dnd5e.rules.Invisible]{invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell. \n | \n
\n 71–72 \n | \n\n You gain resistance to all damage for the next minute. \n | \n
\n 73–74 \n | \n\n A random creature within 60 feet of you becomes @Compendium[dnd5e.rules.Poisoned]{poisoned} for 1d4 hours. \n | \n
\n 75–76 \n | \n\n You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is @Compendium[dnd5e.rules.Blinded]{blinded} until the end of its next turn. \n | \n
\n 77–78 \n | \n\n You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. \n | \n
\n 79–80 \n | \n\n Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. \n | \n
\n 81–82 \n | \n\n You can take one additional action immediately. \n | \n
\n 83–84 \n | \n\n Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. \n | \n
\n 85–86 \n | \n\n You cast mirror image. \n | \n
\n 87–88 \n | \n\n You cast fly on a random creature within 60 feet of you. \n | \n
\n 89–90 \n | \n\n You become @Compendium[dnd5e.rules.Invisible]{invisible} for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. \n | \n
\n 91–92 \n | \n\n If you die within the next minute, you immediately come back to life as if by the reincarnate spell. \n | \n
\n 93–94 \n | \n\n Your size increases by one size category for the next minute. \n | \n
\n 95–96 \n | \n\n You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. \n | \n
\n 97–98 \n | \n\n You are surrounded by faint, ethereal music for the next minute. \n | \n
\n 99–00 \n | \n\n You regain all expended sorcery points. \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
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 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
\nAny time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
\n \n\n
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
\nAny time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
\n \n\n
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
\n \n\n
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
\n \n\n
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
\n \n\n
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
\n \n\n
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
\n \n\n
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
\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":"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.
","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":"aYC6g9wb5ix0Y9QA","amount":null},"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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"4GIQFqSS7end6Ile","name":"Mind Link Response","type":"feat","img":"icons/magic/control/energy-stream-link-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":"1030748","entityTypeId":"222216831","componentId":2148553,"componentTypeId":1960452172,"importId":"wnt838jzk8k5dwj0"},"infusions":{"infused":false},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"When you’re using Mind Link to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within 90 ft.\nYou can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.\n\n
When you’re using Mind Link to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
\n \n\n
When you’re using Mind Link to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
\n \nYou 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":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[fire]","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"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"z4asCSyaZZgKhXx4","name":"Frostbite","type":"spell","img":"icons/magic/water/barrier-ice-crystal-wall-jagged.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138105,"definitionId":2382,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":9,"characterClassId":81207239,"spellLevel":0,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138105,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Frostbite","sources":[{"sourceId":4,"pageNumber":156,"sourceType":1}],"tags":["Damage","Debuff"],"version":"2.9.51","importId":"wnt838jzk8k5dwj0"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 156","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[cold]","cold"]],"versatile":""},"formula":"","save":{"ability":"con","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":"1d6"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0qoIvo9Kcj6pds8q","name":"Light","type":"spell","img":"icons/magic/light/explosion-star-blue-yellow-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138401,"definitionId":2166,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":9,"characterClassId":81207239,"spellLevel":0,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138401,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Light","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Creation","Utility"],"version":"2.9.51","importId":"wnt838jzk8k5dwj0"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
\nIf you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":"a firefly or phosphorescent moss"},"materials":{"value":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"XzaP2iQzXj0p4cB8","name":"Create Bonfire","type":"spell","img":"icons/magic/fire/flame-burning-campfire-rocks.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":137965,"definitionId":2373,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":9,"characterClassId":81207239,"spellLevel":0,"ability":"cha","mod":5,"dc":17,"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":"2.9.51","importId":"wnt838jzk8k5dwj0"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"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":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[fire]","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"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"AbcYfr4uzHUT8rnq","name":"Magic Missile","type":"spell","img":"icons/magic/fire/projectile-meteor-salvo-light-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138444,"definitionId":2176,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":9,"characterClassId":81207239,"spellLevel":1,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138444,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Magic Missile","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":257,"sourceType":1}],"tags":["Damage"],"version":"2.9.51","importId":"wnt838jzk8k5dwj0"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[force - 3 Darts] + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"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":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"NWpbbyt8RT5Xxu4P","name":"Catapult","type":"spell","img":"icons/magic/earth/projectile-stone-boulder-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":137866,"definitionId":2372,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":9,"characterClassId":81207239,"spellLevel":1,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137866,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Catapult","sources":[{"sourceId":4,"pageNumber":150,"sourceType":1}],"tags":["Damage","Control"],"version":"2.9.51","importId":"wnt838jzk8k5dwj0"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}},"midi-qol":{"effectActivation":false}},"system":{"description":{"value":"Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 150","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8[bludgeoning]","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":1,"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":"level","formula":"1d8"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"virEz3F67zT6sHkH","name":"Chaos Bolt","type":"spell","img":"icons/magic/lightning/bolt-strike-beam-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":154574,"definitionId":14761,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":9,"characterClassId":81207239,"spellLevel":1,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":154574,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Chaos Bolt","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Damage"],"version":"2.9.51","importId":"wnt838jzk8k5dwj0"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
\nd8 | \nDamage Type | \n
---|---|
1 | \nAcid | \n
2 | \nCold | \n
3 | \nFire | \n
4 | \nForce | \n
5 | \nLightning | \n
6 | \nPoison | \n
7 | \nPsychic | \n
8 | \nThunder | \n
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
\nA creature can be targeted only once by each casting of this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
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\nThe creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.Using Each Ability]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
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\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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\nWhen the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
\nOne side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
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understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
\nWork with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
\nIs your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
\nWhat’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
\nDoes your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
\nThese details help establish your family and your title as features of the world of the campaign.
\n\n\nFEATURE: POSITION OF PRIVILEGE
\nThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
\n
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
\nAs an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
\n\n\n \n \n \n
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nMy eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. | \n
2 | \nThe common folk love me for my kindness and generosity. | \n
3 | \nNo one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. | \n
4 | \nI take great pains to always look my best and follow the latest fashions. | \n
5 | \nI don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. | \n
6 | \nDespite my noble birth, I do not place myself above other folk. We all have the same blood. | \n
7 | \nMy favor, once lost, is lost forever. | \n
8 | \nIf you do me an injury, I will crush you, ruin your name, and salt your fields. | \n
d6 | \nIdeal | \n
---|---|
1 | \nRespect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) | \n
2 | \nResponsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) | \n
3 | \nIndependence. I must prove that I can handle myself without the coddling of my family. (Chaotic) | \n
4 | \nPower. If I can attain more power, no one will tell me what to do. (Evil) | \n
5 | \nFamily. Blood runs thicker than water. (Any) | \n
6 | \nNoble Obligation. It is my duty to protect and care for the people beneath me. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI will face any challenge to win the approval of my family. | \n
2 | \nMy house’s alliance with another noble family must be sustained at all costs. | \n
3 | \nNothing is more important than the other members of my family. | \n
4 | \nI am in love with the heir of a family that my family despises. | \n
5 | \nMy loyalty to my sovereign is unwavering. | \n
6 | \nThe common folk must see me as a hero of the people. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI secretly believe that everyone is beneath me. | \n
2 | \nI hide a truly scandalous secret that could ruin my family forever. | \n
3 | \nI too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. | \n
4 | \nI have an insatiable desire for carnal pleasures. | \n
5 | \nIn fact, the world does revolve around me. | \n
6 | \nBy my words and actions, I often bring shame to my family. | \n
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Marquies von Nesmé\n\n\nZusammenarbeit mit Kirche daher ein untergeordnerter Adelstitel.\nIst los gezogen da nach dem Outing die Kirche sich etwas von der Familie abgewand hatte.\n\n\nAuch der Handelsrat ist nicht erledigt.\n\n\n\n\n\n\n\n\nAls erster Sohn hatte Dominique das Familienerbe antreten müssen. Da Sie sich aber als Geschlechstslos Definiert entzogen Ihre Eltern Ihr ihr Erbe vom Titel und war Einfluss.\nDafür darf Sie leben wie sie wird.\n\n\nDas gemeine Volk ist der Familie über Dominique wird von der Kirche verwischt.\n\n\n\n
","public":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
\nWork with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
\nIs your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
\nWhat’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
\nDoes your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
\nThese details help establish your family and your title as features of the world of the campaign.
\n\n\nFEATURE: POSITION OF PRIVILEGE
\nThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
\n
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
\nAs an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
\n\n\n \n \n \n
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nMy eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. | \n
2 | \nThe common folk love me for my kindness and generosity. | \n
3 | \nNo one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. | \n
4 | \nI take great pains to always look my best and follow the latest fashions. | \n
5 | \nI don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. | \n
6 | \nDespite my noble birth, I do not place myself above other folk. We all have the same blood. | \n
7 | \nMy favor, once lost, is lost forever. | \n
8 | \nIf you do me an injury, I will crush you, ruin your name, and salt your fields. | \n
d6 | \nIdeal | \n
---|---|
1 | \nRespect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) | \n
2 | \nResponsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) | \n
3 | \nIndependence. I must prove that I can handle myself without the coddling of my family. (Chaotic) | \n
4 | \nPower. If I can attain more power, no one will tell me what to do. (Evil) | \n
5 | \nFamily. Blood runs thicker than water. (Any) | \n
6 | \nNoble Obligation. It is my duty to protect and care for the people beneath me. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI will face any challenge to win the approval of my family. | \n
2 | \nMy house’s alliance with another noble family must be sustained at all costs. | \n
3 | \nNothing is more important than the other members of my family. | \n
4 | \nI am in love with the heir of a family that my family despises. | \n
5 | \nMy loyalty to my sovereign is unwavering. | \n
6 | \nThe common folk must see me as a hero of the people. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI secretly believe that everyone is beneath me. | \n
2 | \nI hide a truly scandalous secret that could ruin my family forever. | \n
3 | \nI too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. | \n
4 | \nI have an insatiable desire for carnal pleasures. | \n
5 | \nIn fact, the world does revolve around me. | \n
6 | \nBy my words and actions, I often bring shame to my family. | \n
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Marquies von Nesmé\n\n\nZusammenarbeit mit Kirche daher ein untergeordnerter Adelstitel.\nIst los gezogen da nach dem Outing die Kirche sich etwas von der Familie abgewand hatte.\n\n\nAuch der Handelsrat ist nicht erledigt.\n\n\n\n\n\n\n\n\nAls erster Sohn hatte Dominique das Familienerbe antreten müssen. Da Sie sich aber als Geschlechstslos Definiert entzogen Ihre Eltern Ihr ihr Erbe vom Titel und war Einfluss.\nDafür darf Sie leben wie sie wird.\n\n\nDas gemeine Volk ist der Familie über Dominique wird von der Kirche verwischt.\n\n\n\n
"},"alignment":"True Neutral","race":"Kalashtar","background":"Noble","originalClass":"7Bvtxr66mmGLDpT1","xp":{"value":34000,"min":0,"max":300},"appearance":"Gender: Non Gender\nEyes: Grün\nHeight: 170\nHair: Hellblond\nSkin: Hell\nAge: 21\nWeight: 160\n\nnull","trait":"My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.\nDespite my noble birth, I do not place myself above other folk. We all have the same blood.","ideal":"Independence. I must prove that I can handle myself without the coddling of my family. 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\nMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
\nRanged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
\nThe blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
\nThe blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
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\nThe target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
\nThe Swarm of Poisonous Snakes attacks with a flurry of Bites. The target must make a Constitution saving throw.
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Hit: 13 (3d6 + 3 necrotic damage).
\nRanged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
\nThe deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect magic,disguise self, mage armor
The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, mage hand, minor illusion, poison spray
1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility
The deathlock has advantage on saving throws against any effect that turns undead.
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.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668358847197,"modifiedTime":1668358847197,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"cG4Ueoehtg1tUQZg","name":"Minor Illusion","type":"spell","img":"icons/magic/control/hypnosis-mesmerism-eye.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138487,"definitionId":2191,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Control"],"pack":"dnd5e.spells","originalItemName":"Minor Illusion","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.GBJNxAbHnzv8UiyW"}},"system":{"description":{"value":"You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A bit of fleece.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668358874129,"modifiedTime":1668358874129,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"smnxn8KNKe8VllmK","name":"Poison Spray","type":"spell","img":"icons/magic/fire/projectile-fireball-smoke-large-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138566,"definitionId":2208,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Poison Spray","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.FKKlsVvvQ3Wh5mYL"}},"system":{"description":{"value":"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
","chat":"","unidentified":""},"source":"PHB pg. 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668358885471,"modifiedTime":1668358885471,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"OOppXfObgWl7YHSb","name":"Arms of Hadar","type":"spell","img":"icons/commodities/biological/tentacle-purple-white.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136067,"definitionId":2311,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":2,"pageNumber":215,"sourceType":1}],"tags":["Damage","Control"]},"betterRolls5e":{"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true},"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":[true],"altValue":[true],"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}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-spells.Cr5L2N3rPnp9hk5t"}},"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":"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.
","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":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["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,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668358895341,"modifiedTime":1668358895341,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"PJmltRdkuKWkiYBj","name":"Blight","type":"spell","img":"icons/magic/unholy/strike-beam-blood-large-red-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136130,"definitionId":2017,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Blight","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.Cw3ykMnkQ1INfAll"}},"system":{"description":{"value":"Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
","chat":"","unidentified":""},"source":"PHB pg. 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":4,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668358906344,"modifiedTime":1668358906344,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"cl0GepcytLEitjcu","name":"Counterspell","type":"spell","img":"icons/skills/melee/strike-blade-hooked-orange-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136448,"definitionId":2051,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":228,"sourceType":1}],"tags":["Negation"],"pack":"dnd5e.spells","originalItemName":"Counterspell","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.mDNJVGm1FbkIwQBK"}},"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.
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":"PHB 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":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668358921580,"modifiedTime":1668358921580,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"z1oVSjh0LaPqTFaS","name":"Crown of Madness","type":"spell","img":"icons/commodities/metal/fragments-steel-barbed.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136476,"definitionId":2329,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":2,"pageNumber":229,"sourceType":1}],"tags":["Control","Compulsion"]},"betterRolls5e":{"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true},"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}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-spells.hBJytsGDyNX5dpFE"}},"system":{"description":{"value":"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
\nWhile the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
\nWhile the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"Bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668358966800,"modifiedTime":1668358966800,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"bpitNllJ7qZM5GKk","name":"Dimension Door","type":"spell","img":"icons/magic/air/air-burst-spiral-large-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136603,"definitionId":2068,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Teleportation"],"pack":"dnd5e.spells","originalItemName":"Dimension Door","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.p0Nb59g4nKv1162P"}},"system":{"description":{"value":"You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
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Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
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\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
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","chat":"","unidentified":""},"source":"DMG pg. 193","quantity":1,"weight":0,"price":1000,"attunement":2,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"none","cost":0,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":false,"attributes":{"spelldc":10}},"ownership":{"default":0,"2BWxk8mi8GysbUOf":3,"mypCoNxKlHM5FybZ":3,"S8okQC2ts2hIRRmR":3,"nP9JMbc9lqWmPkoF":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"KZQyW2sG22TfJXJ3","name":"Cloak of the Manta Ray","type":"equipment","img":"icons/equipment/back/cloak-heavy-fur-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/217/636382363566602455.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/170/636284723816150463.jpeg","filterType":"Wondrous item","tags":["Buff","Movement","Outerwear"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":159,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4609,"originalName":"Cloak of the Manta Ray","pack":"dnd5e.items","originalItemName":"Cloak of the Manta Ray","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":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}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.ndtsUdtx9dtfXqoQ"}},"system":{"description":{"value":"Wondrous item
\nWhile wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet.
\nPulling the hood up or down requires an action.
","chat":"","unidentified":""},"source":"DMG pg. 159","quantity":1,"weight":3,"price":6000,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":"Hood must be up."},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"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":"","actionType":"","attackBonus":5,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"clothing","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667764565516,"modifiedTime":1667764577044,"lastModifiedBy":"nP9JMbc9lqWmPkoF"}},{"_id":"Ex7xHj5NCcxSPBsH","name":"Cartographer's Tools signiert von Columbus","type":"tool","img":"icons/tools/navigation/map-chart-tan.webp","system":{"description":{"value":"These special tools include the items needed to pursue a craft or trade in cartography.
\nProficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":6,"price":15,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"cartographer","ability":"int","chatFlavor":"","proficient":0,"bonus":"","damage":{"parts":[]}},"effects":[],"folder":null,"sort":2300000,"ownership":{"default":0,"nP9JMbc9lqWmPkoF":3},"flags":{"core":{"sourceId":"Compendium.dnd5e.items.fC0lFK8P4RuhpfaU"},"midi-qol":{"effectActivation":false}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1661787233794,"modifiedTime":1668358897522,"lastModifiedBy":"nP9JMbc9lqWmPkoF"}},{"_id":"s2pRJaImMAzP0k7z","name":"Wand of Magic Detection","type":"equipment","img":"icons/weapons/staves/staff-simple-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wand","avatarUrl":"https://www.dndbeyond.com/avatars/19/199/636382355178736703.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/474/636284782882788348.jpeg","filterType":"Wand","tags":["Detection"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":211,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Wand-of-Magic-Detection.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4793,"originalName":"Wand of Magic Detection"},"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}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.T2FGF4P4s6yRRZOm"}},"system":{"description":{"value":"This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
","chat":"This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
","unidentified":"Wand"},"source":"Basic Rules, Player's Handbook pg 211","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"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":null,"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":false,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668976442016,"modifiedTime":1668978959442,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":6,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":10}},"name":"Heal","flags":{"ddbimporter":{"id":138059,"definitionId":2139,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138059,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heal","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/life/heart-cross-strong-flame-green.webp","effects":[],"_id":"maddw88nZ0OHItjW","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643230,"modifiedTime":1670759643230,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
\nA creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"","units":"inst"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10[healing - Increase Hit Point Maximum]","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":6,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes"},"materials":{"value":"a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Heroes' Feast","flags":{"ddbimporter":{"id":138069,"definitionId":2143,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138069,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroes' Feast","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff","Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/life/heart-cross-strong-flame-purple-orange.webp","effects":[],"_id":"BGAaRLwUpmmi5WzS","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643235,"modifiedTime":1670759643235,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
\nWhen a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d10[slashing]","slashing"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":6,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Blade Barrier","flags":{"ddbimporter":{"id":136117,"definitionId":2015,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136117,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Blade Barrier","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":218,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/light/projectile-beams-salvo-white.webp","effects":[],"_id":"DZx1YqxR2wcfhaSx","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643250,"modifiedTime":1670759643250,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
\nAs a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
\nThe creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
\nAt Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 229","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":3,"width":null,"units":null,"type":"creature"},"range":{"value":10,"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":6,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse"},"materials":{"value":"one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse","consumed":false,"cost":150,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Create Undead","flags":{"ddbimporter":{"id":136466,"definitionId":2054,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136466,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Create Undead","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":229,"sourceType":1}],"tags":["Creation","Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/control/fear-fright-monster-grin-red-orange.webp","effects":[],"_id":"6m8a4nUm2pAlWzTm","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643273,"modifiedTime":1670759643273,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails.
\nFor the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 240","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"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":6,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a set of divinatory tools--such as bones, ivory sticks, cards, teeth, or carved runes--worth 100 gp and an object from the location you wish to find"},"materials":{"value":"a set of divinatory tools--such as bones, ivory sticks, cards, teeth, or carved runes--worth 100 gp and an object from the location you wish to find","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Find the Path","flags":{"ddbimporter":{"id":136806,"definitionId":2099,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136806,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Find the Path","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":240,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/light/explosion-star-teal.webp","effects":[],"_id":"DqPQUQhjcT863HgA","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643280,"modifiedTime":1670759643280,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
\nIn addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
\nWhen you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
\nThe spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 243","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":1,"units":"day"},"cover":null,"target":{"value":40000,"width":null,"units":"ft","type":"square feet"},"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":[["5d10[radiant - Choose Damage Type: radiant, necrotic]","radiant"],["5d10[necrotic - Choose Damage Type: radiant, necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":6,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp"},"materials":{"value":"a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Forbiddance","flags":{"ddbimporter":{"id":137876,"definitionId":2113,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137876,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Forbiddance","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":243,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/symbols/runes-star-pentagon-orange.webp","effects":[],"_id":"dpCNFLjF7FdcORwg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643285,"modifiedTime":1670759643285,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 249","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["14d6[necrotic - Damage can't reduce the target's hit points below 1]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":6,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Harm","flags":{"ddbimporter":{"id":138037,"definitionId":2137,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138037,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Harm","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":249,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/unholy/strike-beam-blood-large-red-purple.webp","effects":[],"_id":"hoo4ZWoA2E24O1TB","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643295,"modifiedTime":1670759643295,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice).
\nWhen the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
\nPayment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
\nAs a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
\nAfter the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
\nA creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 265","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"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":6,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Planar Ally","flags":{"ddbimporter":{"id":138548,"definitionId":2204,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138548,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Planar Ally","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":265,"sourceType":1}],"tags":["Summoning"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/symbols/runes-star-pentagon-magenta.webp","effects":[],"_id":"RwtQrQASQIXxRT7b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643304,"modifiedTime":1670759643304,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{truesight}, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":6,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell"},"materials":{"value":"an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"True Seeing","flags":{"ddbimporter":{"id":138888,"definitionId":2286,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138888,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"True Seeing","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":284,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","effects":[],"_id":"fTVaWXcMIZ5U7xMZ","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643306,"modifiedTime":1670759643306,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
\nYou must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":5,"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":6,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Word of Recall","flags":{"ddbimporter":{"id":138956,"definitionId":2304,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":6,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138956,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Word of Recall","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":289,"sourceType":1}],"tags":["Teleportation"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"img":"icons/magic/symbols/runes-star-pentagon-orange-purple.webp","effects":[],"_id":"WozSUPwAhbdHokH2","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643313,"modifiedTime":1670759643313,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Nature Domain","type":"subclass","system":{"description":{"value":"Gods of @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
@Compendium[world.ddb-graus-dnd-class-features.DxKLXhGkKgnzqXW6]{Acolyte of Nature}
\nAt 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, or @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}.
\n\n@Compendium[world.ddb-graus-dnd-class-features.j2hpCjVHhWuVlOl7]{Bonus Proficiency}
\nAlso at 1st level, you gain proficiency with heavy armor.
\n\n@Compendium[world.ddb-graus-dnd-class-features.3t4LdRj43ICXG59r]{Channel Divinity: Charm Animals and Plants}
\nStarting at 2nd level, you can use your Channel Divinity to charm animals and plants.
\nAs an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for 1 minute or until it takes damage. While it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you, it is friendly to you and other creatures you designate.
\n\n@Compendium[world.ddb-graus-dnd-class-features.HhM3ppLeVZRNom2f]{Dampen Elements}
\nStarting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
\n\n@Compendium[world.ddb-graus-dnd-class-features.6TM11WCC3OEc7Sik]{Divine Strike}
\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
\n\n@Compendium[world.ddb-graus-dnd-class-features.e5jV31h3qtFWr3Lk]{Master of Nature}
\nAt 17th level, you gain the ability to command animals and plant creatures. While creatures are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
\n\n","chat":"","unidentified":""},"source":"","identifier":"nature-domain","classIdentifier":"cleric","advancement":[{"_id":"DlckBGq9S4TwOduV","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"divine-strike","type":"dice","scale":{"8":{"n":1,"die":8},"14":{"n":2,"die":8}}},"value":{},"title":"Divine Strike","icon":""},{"_id":"389aW3ciys8I6mYA","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.DxKLXhGkKgnzqXW6","Compendium.world.ddb-graus-dnd-class-features.j2hpCjVHhWuVlOl7"]},"value":{},"level":1,"title":"Features","icon":"","classRestriction":""},{"_id":"i86FpdcQmDtw9hOx","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.3t4LdRj43ICXG59r"]},"value":{},"level":2,"title":"Features","icon":"","classRestriction":""},{"_id":"MKqfnA9EhNk6hOlv","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.HhM3ppLeVZRNom2f"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"Un3viJUSLOcNngYC","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.6TM11WCC3OEc7Sik"]},"value":{},"level":8,"title":"Features","icon":"","classRestriction":""},{"_id":"8ypUMTZ0CgSg9jha","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.e5jV31h3qtFWr3Lk"]},"value":{},"level":17,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":95828323,"id":31,"type":"class","importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"class","text":"Nature Domain"}}},"_id":"5hQ8i6LBjZfkElTB","img":"icons/magic/death/skeleton-skull-soul-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643496,"modifiedTime":1670759643496,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Cleric","type":"class","system":{"description":{"value":"A priestly champion who wields divine magic in service of a higher power
\nHit Die: d8
Primary Ability: Wisdom
Saves: Wisdom & Charisma
Hit Points
\nHit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.1y4kAg1TOVtEKzkX]{Spellcasting}
\nAs a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
\nThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
\nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier
\nSpell attack modifier = your proficiency bonus + your Wisdom modifier
\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
\n\nDivine Domain
\nChoose one domain related to your deity: Knowledge, Life, Light, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
\nEach domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
\nIf you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.QNKljzWxY2LBz713]{Channel Divinity}
\nAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
\nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
\nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
\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\nDestroy Undead
\nStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
\nCleric Level | \nDestroys Undead of CR … | \n
---|---|
5th | \n1/2 or lower | \n
8th | \n1 or lower | \n
11th | \n2 or lower | \n
14th | \n3 or lower | \n
17th | \n4 or lower | \n
Divine Intervention
\nBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
\nAt 20th level, your call for intervention succeeds automatically, no roll required.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nThe serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire.
\nRacial Traits
+2 Charisma, +1 Intelligence, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Innate Spellcasting, Magic Resistance, Poison Immunity
Ability Score Increase
\nYour Charisma score increases by 2, and your Intelligence score increases by 1.
\n\nAge
\nPurebloods mature at the same rate as humans and have lifespans similar in length to theirs.
\n\nSize
\nPurebloods match humans in average size and weight. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nInnate Spellcasting
\nYou know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
\n\nMagic Resistance
\nYou have advantage on saving throws against spells and other magical effects.
\n\nPoison Immunity
\nYou are immune to poison damage and the poisoned condition.
\n\nLanguages
\nYou can speak, read, and write Common, Abyssal, and Draconic.
\n\n","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","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":37,"version":"3.2.7","baseName":"Yuan-ti Pureblood","moreDetailsUrl":"/races/37-yuan-ti-pureblood","baseRaceId":37,"baseRaceName":"Yuan-ti Pureblood","fullName":"Yuan-ti Pureblood","subRaceShortName":null,"isHomebrew":false,"isLegacy":true,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/406/636327473051851934.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/9/404/636327473050582840.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9/405/636327473051364347.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Yuan-ti-Pureblood.jpeg","_id":"tWL4BcRxcpjzWupg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759643991,"modifiedTime":1670759643991,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \n\n
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
\n \nYou have advantage on saving throws against spells and other magical effects.
","chat":"","unidentified":""},"source":"Volo's Guide to Monsters","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":281,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"race"}}},"_id":"rDuLQRzDWO1MZmXA","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644000,"modifiedTime":1670759644000,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Poison Immunity","type":"feat","system":{"description":{"value":"You are immune to poison damage and the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} condition.\n\n
You are immune to poison damage and the poisoned condition.
\n \nAs a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
\nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
\nThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
\nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier
\nSpell attack modifier = your proficiency bonus + your Wisdom modifier
\nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
","chat":"","unidentified":""},"source":"Cleric","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":108,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Cleric"},"class":"Cleric","subclass":"Nature Domain","importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"class","text":"Cleric"}}},"_id":"sjIC9zlj45bx7Met","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":"10.291","createdTime":1670759644012,"modifiedTime":1670759644012,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Divine Domain","type":"feat","system":{"description":{"value":"Choose one domain related to your deity: Knowledge, Life, Light, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
\nEach domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
\nIf you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
","chat":"","unidentified":""},"source":"Cleric","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":109,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Cleric"},"class":"Cleric","subclass":"Nature Domain","importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"class","text":"Cleric"}}},"_id":"4jWYiybLUXLaTY6r","img":"icons/magic/nature/tree-spirit-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644017,"modifiedTime":1670759644017,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Acolyte of Nature: Nature","type":"feat","system":{"description":{"value":"At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, or @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}.
","chat":"","unidentified":""},"source":"Cleric : Nature Domain","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":142,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Nature","choiceId":"2-1393","componentId":142,"componentTypeId":12168134,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"class"},"class":"Cleric : Nature Domain"},"class":"Cleric","subclass":"Nature Domain","importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"class","text":"Cleric"}}},"_id":"4MdjfTHCCdIGbf3U","img":"icons/consumables/plants/leaf-veins-glowing-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644020,"modifiedTime":1670759644020,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Acolyte of Nature: Shillelagh","type":"feat","system":{"description":{"value":"At 1st level, you learn one druid cantrip of your choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, or @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}.
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
","chat":"","unidentified":""},"source":"Cleric : Nature Domain","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":142,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Shillelagh","choiceId":"4-212-39416933","componentId":142,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Cleric : Nature Domain"},"class":"Cleric","subclass":"Nature Domain","importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"class","text":"Cleric"}}},"_id":"vQGysawDS7uNcUAD","img":"icons/consumables/plants/leaf-veins-glowing-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644022,"modifiedTime":1670759644022,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Divine Strike","type":"feat","system":{"description":{"value":"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
","chat":"","unidentified":""},"source":"Cleric : Nature Domain","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":[["@scale.nature-domain.divine-strike"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":146,"type":"class","dndbeyond":{"requiredLevel":8,"displayOrder":5,"levelScale":{"id":60486,"level":8,"description":"1d8 extra dmg","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},"levelScales":[{"id":60486,"level":8,"description":"1d8 extra dmg","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":60487,"level":14,"description":"2d8 extra dmg","dice":{"diceCount":2,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"2d8"},"fixedValue":null}],"limitedUse":[],"class":"Cleric : Nature Domain"},"class":"Cleric","subclass":"Nature Domain","importId":"VkVEUsSKBAYR0Kjg"},"obsidian":{"source":{"type":"class","text":"Cleric"}}},"_id":"6nCekDd8nCquByA3","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644024,"modifiedTime":1670759644024,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Hermit","type":"background","system":{"description":{"value":"You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.
d8 | Life of Seclusion |
---|---|
1 | I was searching for spiritual enlightenment. |
2 | I was partaking of communal living in accordance with the dictates of a religious order. |
3 | I was exiled for a crime I didn’t commit. |
4 | I retreated from society after a life-altering event. |
5 | I needed a quiet place to work on my art, literature, music, or manifesto. |
6 | I needed to commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, far from civilization. |
7 | I was the caretaker of an ancient ruin or relic. |
8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. |
FEATURE: DISCOVERYThe quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of this revelation depends on the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history}. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
d8 | Personality Trait |
---|---|
1 | I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. |
2 | I am utterly serene, even in the face of disaster. |
3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. |
4 | I feel tremendous empathy for all who suffer. |
5 | I’m oblivious to etiquette and social expectations. |
6 | I connect everything that happens to me to a grand, cosmic plan. |
7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. |
8 | I am working on a grand philosophical theory and love sharing my ideas. |
d6 | Ideal |
---|---|
1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) |
2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) |
3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) |
4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) |
5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) |
6 | Self-Knowledge. If you know yourself, there’s nothing left to know. (Any) |
d6 | Bond |
---|---|
1 | Nothing is more important than the other members of my hermitage, order, or association. |
2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. |
3 | I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me. |
4 | I entered seclusion because I loved someone I could not have. |
5 | Should my discovery come to light, it could bring ruin to the world. |
6 | My isolation gave me great @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{insight} into a great evil that only I can destroy. |
d6 | Flaw |
---|---|
1 | Now that I’ve returned to the world, I enjoy its delights a little too much. |
2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. |
3 | I am dogmatic in my thoughts and philosophy. |
4 | I let my need to win arguments overshadow friendships and harmony. |
5 | I’d risk too much to uncover a lost bit of knowledge. |
6 | I like keeping secrets and won’t share them with anyone. |
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of this revelation depends on the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history}. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
\n
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
\nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
\n \n\n
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
\n \n\n
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
\nCleric Level | \nDestroys Undead of CR … | \n
---|---|
5th | \n1/2 or lower | \n
8th | \n1 or lower | \n
11th | \n2 or lower | \n
14th | \n3 or lower | \n
17th | \n4 or lower | \n
\n
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
\nImploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
\nIf your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
\nAt 20th level, your call for intervention succeeds automatically, no roll required.
\n \n\n
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
\nAs an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for 1 minute or until it takes damage. While it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you, it is friendly to you and other creatures you designate.
\n \n\n
Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
\n \n\n
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
\nFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
\nThe 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 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Sacred Flame","flags":{"ddbimporter":{"id":138660,"definitionId":2236,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":0,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138660,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Sacred Flame","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":272,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"BwcChEdzqjB1NV8s","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":1670759644088,"modifiedTime":1670759644088,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 169","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic - The die type becomes a d12 if the target is missing any of its hit points.]","necrotic"]],"versatile":"1d12"},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"name":"Toll the Dead","flags":{"ddbimporter":{"id":138274,"definitionId":14615,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":0,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138274,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Toll the Dead","sources":[{"sourceId":27,"pageNumber":169,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"MNUTKssa60aThtDW","img":"icons/magic/death/skull-humanoid-worn-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644090,"modifiedTime":1670759644090,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8[healing - Unaffected: undead, constructs] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"name":"Mass Cure Wounds","flags":{"ddbimporter":{"id":138459,"definitionId":2181,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138459,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mass Cure Wounds","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":258,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"N9JnK2aNCYGXZdsi","img":"icons/magic/life/heart-cross-strong-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644092,"modifiedTime":1670759644092,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[healing] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"name":"Cure Wounds","flags":{"ddbimporter":{"id":136482,"definitionId":2056,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136482,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Cure Wounds","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"OUCo7lwyTZLQtmaa","img":"icons/magic/life/heart-cross-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644094,"modifiedTime":1670759644094,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[healing - Unaffected: constructs, undead] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"name":"Healing Word","flags":{"ddbimporter":{"id":138062,"definitionId":2140,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138062,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Healing Word","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"ufZanmAADjgQR9Sx","img":"icons/magic/life/heart-cross-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644097,"modifiedTime":1670759644097,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[force] + @mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"name":"Spiritual Weapon","flags":{"ddbimporter":{"id":138787,"definitionId":2263,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138787,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Spiritual Weapon","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":278,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"s57kh1W51VqwOr8e","img":"icons/magic/fire/dagger-rune-enchant-flame-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644112,"modifiedTime":1670759644112,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 258","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":6,"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":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[healing - Unaffected: constructs, undead] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4"}},"name":"Mass Healing Word","flags":{"ddbimporter":{"id":138463,"definitionId":2183,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138463,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mass Healing Word","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":258,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"9BGZc4HAdZGXksUC","img":"icons/magic/life/heart-cross-strong-flame-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644114,"modifiedTime":1670759644114,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a creature and grant it a measure of protection from death.
\nThe first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
\nIf the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Death Ward","flags":{"ddbimporter":{"id":136509,"definitionId":2061,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136509,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Death Ward","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"D5fyUfAEGo0zNq7W","img":"icons/magic/control/fear-fright-monster-purple-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644117,"modifiedTime":1670759644117,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Guidance","flags":{"ddbimporter":{"id":138016,"definitionId":2132,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":0,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138016,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Guidance","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":248,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"JrTBriYiE0rSlJVB","img":"icons/magic/control/buff-flight-wings-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644119,"modifiedTime":1670759644119,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mending","flags":{"ddbimporter":{"id":138475,"definitionId":2187,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":0,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138475,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mending","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":259,"sourceType":1}],"tags":["Utility"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"5931aIOWIjAkSIqs","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":"10.291","createdTime":1670759644121,"modifiedTime":1670759644121,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8[radiant - Good or Neutral Alignment]","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a holy symbol"},"materials":{"value":"a holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"name":"Spirit Guardians","flags":{"ddbimporter":{"id":138784,"definitionId":2264,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138784,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Spirit Guardians","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":278,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"midi-qol":{"effectActivation":false,"forceCEOn":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false,"ignoreTotalCover":false}},"_id":"3o5fWoM1A8wIA2yQ","img":"icons/magic/light/projectile-bolts-salvo-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644123,"modifiedTime":1671390797372,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 234","activation":{"type":"action","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":4,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes"},"materials":{"value":"incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Divination","flags":{"ddbimporter":{"id":136629,"definitionId":2073,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136629,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Divination","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Foreknowledge"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"u4i3SVpEyGHJltMF","img":"icons/magic/light/beam-rays-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644126,"modifiedTime":1670759644126,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
\nThis spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
\nComing back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"hour","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":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a diamond worth at least 500 gp, which the spell consumes"},"materials":{"value":"a diamond worth at least 500 gp, which the spell consumes","consumed":true,"cost":500,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Raise Dead","flags":{"ddbimporter":{"id":138623,"definitionId":2224,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138623,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Raise Dead","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"jcO2NwTcsdAGIMmJ","img":"icons/magic/life/heart-cross-strong-purple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644128,"modifiedTime":1670759644128,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
\nThe spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 171","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":"a holy symbol"},"materials":{"value":"a holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d6"}},"name":"Word of Radiance","flags":{"ddbimporter":{"id":138298,"definitionId":14618,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":0,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138298,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Word of Radiance","sources":[{"sourceId":27,"pageNumber":171,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"iFYIRXX29S1QLvpT","img":"icons/magic/air/air-burst-spiral-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644132,"modifiedTime":1670759644132,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
\nIf the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a small silver mirror"},"materials":{"value":"a small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Sanctuary","flags":{"ddbimporter":{"id":138661,"definitionId":2237,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138661,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Sanctuary","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":272,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"JGw9pD92YrcUPSpH","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644134,"modifiedTime":1670759644134,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a creature. If it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
\nFor the duration, the target has advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}, and it has resistance to poison damage.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Protection from Poison","flags":{"ddbimporter":{"id":138615,"definitionId":2222,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138615,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Protection from Poison","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"RRtXtypsN0tqSpOj","img":"icons/magic/defensive/shield-barrier-glowing-triangle-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670759644136,"modifiedTime":1674424745866,"lastModifiedBy":"nP9JMbc9lqWmPkoF"}},{"type":"spell","system":{"description":{"value":"Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
\nYou can end the spell early by using either of the following special functions.
\nBreak Enchantment. As your action, you touch a creature you can reach that is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by such creatures.
\nDismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"cha","dc":null,"scaling":"spell"},"level":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"holy water or powdered silver and iron"},"materials":{"value":"holy water or powdered silver and iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Dispel Evil and Good","flags":{"ddbimporter":{"id":136612,"definitionId":2071,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136612,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dispel Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Control","Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"oKKlhoKkihlPnxHK","img":"icons/magic/air/air-burst-spiral-large-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644138,"modifiedTime":1670759644138,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion} level by one, or end one of the following effects on the target:
\nYour spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":3,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny strip of white cloth"},"materials":{"value":"a tiny strip of white cloth","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"(@item.level - 2) * 5"}},"name":"Aid","flags":{"ddbimporter":{"id":136020,"definitionId":1990,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136020,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Aid","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":211,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"oOTxZuBvJxtNEmxz","img":"icons/magic/life/heart-cross-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644145,"modifiedTime":1670759644145,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a morsel of food"},"materials":{"value":"a morsel of food","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Animal Friendship","flags":{"ddbimporter":{"id":136032,"definitionId":1993,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136032,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Animal Friendship","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":212,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"DXZQsAjjJimVSV11","img":"icons/magic/nature/wolf-paw-glow-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644148,"modifiedTime":1670759644148,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":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":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a drop of blood, a piece of flesh, and a pinch of bone dust"},"materials":{"value":"a drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Animate Dead","flags":{"ddbimporter":{"id":136039,"definitionId":1996,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136039,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Animate Dead","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":212,"sourceType":1}],"tags":["Creation"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"F5JG4Q2N1kr9yiPZ","img":"icons/magic/control/fear-fright-monster-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644150,"modifiedTime":1670759644150,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
\n
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 215","activation":{"type":"minute","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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"specially marked sticks, bones, or similar tokens worth at least 25 gp"},"materials":{"value":"specially marked sticks, bones, or similar tokens worth at least 25 gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Augury","flags":{"ddbimporter":{"id":136071,"definitionId":2007,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136071,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Augury","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":215,"sourceType":1}],"tags":["Foreknowledge"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"Qymh2P3uDboKjYwB","img":"icons/magic/perception/eye-ringed-glow-angry-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644164,"modifiedTime":1670759644164,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":3,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a drop of blood"},"materials":{"value":"a drop of blood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Bane","flags":{"ddbimporter":{"id":136081,"definitionId":2009,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136081,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bane","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":216,"sourceType":1}],"tags":["Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"kOmJnKSRLLrYXU6F","img":"icons/magic/unholy/strike-beam-blood-red-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644166,"modifiedTime":1670759644166,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
\nIf the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
\nIf the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"an item distasteful to the target"},"materials":{"value":"an item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Banishment","flags":{"ddbimporter":{"id":136094,"definitionId":2010,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136094,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Banishment","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":217,"sourceType":1}],"tags":["Control","Banishment"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"HZF3C5ADpA2PYSa3","img":"icons/magic/control/energy-stream-link-spiral-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644169,"modifiedTime":1670759644169,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a handful of oak bark"},"materials":{"value":"a handful of oak bark","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Barkskin","flags":{"ddbimporter":{"id":136101,"definitionId":2011,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136101,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Barkskin","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":217,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"uukn3FgmiVEKnryM","img":"icons/magic/defensive/shield-barrier-flaming-diamond-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644171,"modifiedTime":1670759644171,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Beacon of Hope","flags":{"ddbimporter":{"id":136105,"definitionId":2012,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136105,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Beacon of Hope","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":217,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"RbDhjY59FVJh5dyL","img":"icons/magic/light/explosion-star-blue-yellow-large.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644173,"modifiedTime":1670759644173,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the curse from the following options:
\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
\nAt Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Bestow Curse","flags":{"ddbimporter":{"id":136112,"definitionId":2013,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136112,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bestow Curse","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":218,"sourceType":1}],"tags":["Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"MBm9n3XGhioe3JPp","img":"icons/magic/control/buff-flight-wings-runes-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644176,"modifiedTime":1670759644176,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":3,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a sprinkling of holy water"},"materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Bless","flags":{"ddbimporter":{"id":136125,"definitionId":2016,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136125,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bless","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"2vCgMOjtkd0Ih3PS","img":"icons/magic/control/buff-flight-wings-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644178,"modifiedTime":1670759644178,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":2,"school":"nec","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Blindness/Deafness","flags":{"ddbimporter":{"id":136147,"definitionId":2018,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136147,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Blindness/Deafness","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"JrsJbNVgDiwjj5Uh","img":"icons/magic/perception/eye-ringed-glow-angry-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644180,"modifiedTime":1670759644180,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
\nYou can suppress any effect causing a target to be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Calm Emotions","flags":{"ddbimporter":{"id":275666,"definitionId":2023,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":275666,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Calm Emotions","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"wDveGeihKJuQtAoV","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":"10.291","createdTime":1670759644182,"modifiedTime":1670759644182,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
\nWhen you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
\nA creature that can see the sensor (such as a creature benefiting from see invisibility or @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{truesight}) sees a luminous, intangible orb about the size of your fist.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 222","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":5280,"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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing"},"materials":{"value":"a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Clairvoyance","flags":{"ddbimporter":{"id":136209,"definitionId":2028,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136209,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Clairvoyance","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":222,"sourceType":1}],"tags":["Scrying","Detection","Utility"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"ltkoqf6sXVRvV47F","img":"icons/magic/perception/eye-ringed-glow-angry-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644184,"modifiedTime":1670759644184,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Command","flags":{"ddbimporter":{"id":136231,"definitionId":2032,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136231,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Command","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":223,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"t6sL6UdEdqkUq5Go","img":"icons/magic/fire/explosion-fireball-small-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644188,"modifiedTime":1670759644188,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
\nDivine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.
\nIf you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 223","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"incense and a vial of holy or unholy water"},"materials":{"value":"incense and a vial of holy or unholy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Commune","flags":{"ddbimporter":{"id":136237,"definitionId":2033,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136237,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Commune","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":223,"sourceType":1}],"tags":["Foreknowledge"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"lFmOrjZN6MwYH1nW","img":"icons/magic/control/debuff-energy-hold-levitate-blue-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644190,"modifiedTime":1670759644190,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}.
\nAt the end of each of the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}, and the spell ends. If the target fails three of these saves, the target is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.
\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
\nBlinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}.
\nFilth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
\nFlesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
\nMindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
\nSeizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
\nSlimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the end of its next turn.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"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":"con","dc":null,"scaling":"spell"},"level":5,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Contagion","flags":{"ddbimporter":{"id":239497,"definitionId":2046,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":239497,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Contagion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":227,"sourceType":1}],"tags":["Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"x6mxRa5wUfR6kT8q","img":"icons/magic/unholy/strike-beam-blood-large-red-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644193,"modifiedTime":1670759644193,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"unti"},"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":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"ruby dust worth 50 gp, which the spell consumes"},"materials":{"value":"ruby dust worth 50 gp, which the spell consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Continual Flame","flags":{"ddbimporter":{"id":136431,"definitionId":2048,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136431,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Continual Flame","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":227,"sourceType":1}],"tags":["Creation"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"SrucGZJRvDa4ckcq","img":"icons/magic/fire/explosion-fireball-medium-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644195,"modifiedTime":1670759644195,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
\nFlood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
\nIf you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
\nThe water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
\nPart Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
\nRedirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
\nWhirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) check against your spell save DC.
\nWhen a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) check to do so.
\nThe first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 227","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[bludgeoning - Whirlpool]","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a drop of water and a pinch of dust"},"materials":{"value":"a drop of water and a pinch of dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Control Water","flags":{"ddbimporter":{"id":136433,"definitionId":2049,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136433,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Control Water","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":227,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"TsSy7m4Y5KMxXLwp","img":"icons/magic/air/fog-gas-smoke-swirling-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644199,"modifiedTime":1670759644199,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"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":3,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Create Food and Water","flags":{"ddbimporter":{"id":136456,"definitionId":2052,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136456,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Create Food and Water","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":229,"sourceType":1}],"tags":["Creation"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"vsVLKkDT4mFJUYtX","img":"icons/magic/nature/leaf-glow-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644201,"modifiedTime":1670759644201,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You either create or destroy water.
\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"cube"},"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":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a drop of water if creating water or a few grains of sand if destroying it"},"materials":{"value":"a drop of water if creating water or a few grains of sand if destroying it","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Create or Destroy Water","flags":{"ddbimporter":{"id":136463,"definitionId":2053,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136463,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Create or Destroy Water","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":229,"sourceType":1}],"tags":["Creation"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"gXFJYQgzZ9pyfPIA","img":"icons/magic/air/wind-swirl-purple-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644204,"modifiedTime":1670759644204,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
\nIf you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
\nIf any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":60,"width":null,"units":"ft","type":"sphere"},"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":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Daylight","flags":{"ddbimporter":{"id":136501,"definitionId":2060,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136501,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Daylight","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"QNbj7hv5hE8yLvWL","img":"icons/magic/light/beam-rays-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644206,"modifiedTime":1670759644206,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
\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":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Evil and Good","flags":{"ddbimporter":{"id":136555,"definitionId":2064,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136555,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"K3v6VLcXbI1jOdGW","img":"icons/magic/air/air-burst-spiral-blue-gray.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644208,"modifiedTime":1670759644208,"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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136561,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136561,"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":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"jogtLK6XBwd6JkrW","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":"10.291","createdTime":1670759644210,"modifiedTime":1670759644210,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
\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":true,"ritual":true,"concentration":true,"value":"a yew leaf"},"materials":{"value":"a yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Poison and Disease","flags":{"ddbimporter":{"id":136569,"definitionId":2066,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136569,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Poison and Disease","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"dh0TZDSmZgWO1qqR","img":"icons/magic/air/air-burst-spiral-teal-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644212,"modifiedTime":1670759644212,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":120,"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":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Dispel Magic","flags":{"ddbimporter":{"id":136615,"definitionId":2072,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136615,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dispel Magic","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"IZxl8XB0n5XSWhcA","img":"icons/skills/melee/strike-blade-knife-orange-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644214,"modifiedTime":1670759644214,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
\nWhile the beast is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
\nAt Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Dominate Beast","flags":{"ddbimporter":{"id":136647,"definitionId":2076,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136647,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dominate Beast","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"pRTUsM7I1z0e8xiH","img":"icons/magic/air/air-burst-spiral-large-teal-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644216,"modifiedTime":1670759644216,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
\nBear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
\nBull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
\nCat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\nEagle's Splendor. The target has advantage on Charisma checks.
\nFox's Cunning. The target has advantage on Intelligence checks.
\nOwl's Wisdom. The target has advantage on Wisdom checks.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"fur or a feather from a beast"},"materials":{"value":"fur or a feather from a beast","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Enhance Ability","flags":{"ddbimporter":{"id":136709,"definitionId":2083,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136709,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Enhance Ability","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":237,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"48w0JFVu0gGZ62JO","img":"icons/magic/control/buff-flight-wings-runes-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644219,"modifiedTime":1670759644219,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
\nThis spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the danger posed by a trap you sense.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 241","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":120,"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":2,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Find Traps","flags":{"ddbimporter":{"id":136808,"definitionId":2100,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136808,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Find Traps","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"yCApczCdIEAkMBGC","img":"icons/magic/light/explosion-star-blue-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644224,"modifiedTime":1670759644224,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6[fire]","fire"],["4d6[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"pinch of sulfur"},"materials":{"value":"pinch of sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Flame Strike","flags":{"ddbimporter":{"id":136966,"definitionId":2107,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136966,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Flame Strike","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":242,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"r0qRyyhzzi8xh8yN","img":"icons/magic/light/beam-rays-red-large.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644226,"modifiedTime":1670759644226,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{paralyzed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained}.
\nThe target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled}. Finally, being underwater imposes no penalties on the target's movement or attacks.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 244","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a leather strap, bound around the arm or a similar appendage"},"materials":{"value":"a leather strap, bound around the arm or a similar appendage","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Freedom of Movement","flags":{"ddbimporter":{"id":137889,"definitionId":2116,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137889,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Freedom of Movement","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":244,"sourceType":1}],"tags":["Buff","Movement"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"tyc6uxtVvZUcZ1xT","img":"icons/skills/melee/strike-blade-knife-white-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644228,"modifiedTime":1670759644228,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. While the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
\nAt Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Geas","flags":{"ddbimporter":{"id":137928,"definitionId":2120,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137928,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Geas","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":244,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"P1QR5KDe6QDSjbpl","img":"icons/magic/air/air-burst-spiral-large-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644236,"modifiedTime":1670759644236,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
\nThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"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":2,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration"},"materials":{"value":"a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Gentle Repose","flags":{"ddbimporter":{"id":137935,"definitionId":2121,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137935,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Gentle Repose","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":245,"sourceType":1}],"tags":["Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"gf2IJYSfWDZeR4Jh","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":"10.291","createdTime":1670759644238,"modifiedTime":1670759644238,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
\nThe glyph is nearly @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} and requires a successful Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC to be found.
\nYou decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
\nYou can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
\nWhen you inscribe the glyph, choose explosive runes or a spell glyph.
\nExplosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
\nSpell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 245","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"unti"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8[acid - Explosive Runes: Choice of acid, cold, fire, lightning, or thunder damage]","acid"],["5d8[cold - Explosive Runes: Choice of acid, cold, fire, lightning, or thunder damage]","cold"],["5d8[fire - Explosive Runes: Choice of acid, cold, fire, lightning, or thunder damage]","fire"],["5d8[lightning - Explosive Runes: Choice of acid, cold, fire, lightning, or thunder damage]","lightning"],["5d8[thunder - Explosive Runes: Choice of acid, cold, fire, lightning, or thunder damage]","thunder"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"incense and powdered diamond worth at least 200 gp, which the spell consumes"},"materials":{"value":"incense and powdered diamond worth at least 200 gp, which the spell consumes","consumed":true,"cost":200,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"name":"Glyph of Warding","flags":{"ddbimporter":{"id":137973,"definitionId":2125,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137973,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Glyph of Warding","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":245,"sourceType":1}],"tags":["Damage","Control","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"BK01gpkAr7nz5yJQ","img":"icons/magic/symbols/runes-star-orange-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644242,"modifiedTime":1670759644242,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":4,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Guardian of Faith","flags":{"ddbimporter":{"id":138008,"definitionId":2130,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138008,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Guardian of Faith","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":246,"sourceType":1}],"tags":["Summoning","Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"GdBJJOwVYLResh5x","img":"icons/magic/control/buff-flight-wings-runes-blue-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644244,"modifiedTime":1670759644244,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
\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":"Basic Rules, Player's Handbook pg 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Guiding Bolt","flags":{"ddbimporter":{"id":138023,"definitionId":2133,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138023,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Guiding Bolt","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":248,"sourceType":1}],"tags":["Damage","Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"r6dOE5jLxvfZK8kS","img":"icons/magic/fire/projectile-fireball-smoke-large-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644246,"modifiedTime":1670759644246,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
\nFirst, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by such a creature is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
\nSecond, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
\nCourage. Affected creatures can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} while in the area.
\nDarkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
\nDaylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
\nEnergy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
\nEnergy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
\nEverlasting Rest. Dead bodies interred in the area can't be turned into undead.
\nExtradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
\nFear. Affected creatures are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} while in the area.
\nSilence. No sound can emanate from within the area, and no sound can reach into it.
\nTongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 249","activation":{"type":"hour","cost":24,"condition":""},"duration":{"value":"","units":"unti"},"cover":null,"target":{"value":60,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"herbs, oils, and incense worth at least 1,000 gp, which the spell consumes"},"materials":{"value":"herbs, oils, and incense worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Hallow","flags":{"ddbimporter":{"id":138030,"definitionId":2135,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138030,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hallow","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":249,"sourceType":1}],"tags":["Control","Buff","Debuff","Environment"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"ubDXaq53LZ0JwLch","img":"icons/magic/light/explosion-star-teal-large.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644250,"modifiedTime":1670759644250,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{paralyzed} for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 251","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a small, straight piece of iron"},"materials":{"value":"a small, straight piece of iron","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Hold Person","flags":{"ddbimporter":{"id":138145,"definitionId":2147,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138145,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hold Person","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":251,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"gSUewMomEequJIEJ","img":"icons/magic/control/debuff-chains-ropes-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644252,"modifiedTime":1670759644252,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"name":"Inflict Wounds","flags":{"ddbimporter":{"id":138351,"definitionId":2156,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138351,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Inflict Wounds","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":253,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"RNw6mN1YKRdbPRUN","img":"icons/magic/unholy/strike-beam-blood-red-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644254,"modifiedTime":1670759644254,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
\nWhen the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d10[piercing]","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":5,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a few grains of sugar, some kernels of grain, and a smear of fat"},"materials":{"value":"a few grains of sugar, some kernels of grain, and a smear of fat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"name":"Insect Plague","flags":{"ddbimporter":{"id":138354,"definitionId":2157,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138354,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Insect Plague","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":254,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"mvpCYZUNab9GZp1Y","img":"icons/magic/nature/leaf-glow-maple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644256,"modifiedTime":1670759644256,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
\nThe information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 254","activation":{"type":"minute","cost":10,"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":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each"},"materials":{"value":"incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each","consumed":true,"cost":250,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Legend Lore","flags":{"ddbimporter":{"id":138376,"definitionId":2163,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138376,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Legend Lore","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":254,"sourceType":1}],"tags":["Utility"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"5zGxIdXh2MfntjuC","img":"icons/magic/symbols/runes-star-orange-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644259,"modifiedTime":1670759644259,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a creature and can end either one disease or one condition afflicting it. The condition can be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{paralyzed}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 255","activation":{"type":"action","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":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Lesser Restoration","flags":{"ddbimporter":{"id":138386,"definitionId":2164,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138386,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Lesser Restoration","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"3UZD21GthmapinOs","img":"icons/magic/life/heart-cross-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644261,"modifiedTime":1670759644261,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
\nThe spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
\nThis spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":4,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a bit of fur from a bloodhound"},"materials":{"value":"a bit of fur from a bloodhound","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Locate Creature","flags":{"ddbimporter":{"id":138411,"definitionId":2169,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138411,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Locate Creature","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"nCMiinxc6RUn4g1d","img":"icons/magic/nature/leaf-glow-maple-orange-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644263,"modifiedTime":1670759644263,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
\nThe spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a forked twig"},"materials":{"value":"a forked twig","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Locate Object","flags":{"ddbimporter":{"id":138418,"definitionId":2170,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138418,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Locate Object","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"XtMSCiAUrewIyoYV","img":"icons/magic/earth/projectile-stone-boulder-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644265,"modifiedTime":1670759644265,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
\nChoose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
\nThe creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"holy water or powdered silver and iron worth at least 100 gp, which the spell consumes"},"materials":{"value":"holy water or powdered silver and iron worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Magic Circle","flags":{"ddbimporter":{"id":138437,"definitionId":2174,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138437,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Magic Circle","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Control","Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"ie2s8ITSMu5aR9aL","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644268,"modifiedTime":1670759644268,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
\nWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
\nMinor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} in an unoccupied space closest to where you first entered.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":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":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Meld into Stone","flags":{"ddbimporter":{"id":138469,"definitionId":2186,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138469,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Meld into Stone","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":259,"sourceType":1}],"tags":["Movement"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"mJSjL1ZNkgMpf16u","img":"icons/magic/earth/projectile-spiked-stone-boulder-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644270,"modifiedTime":1670759644270,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
\nA bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 265","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":5,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a jewel worth at least 1,000 gp, which the spell consumes"},"materials":{"value":"a jewel worth at least 1,000 gp, which the spell consumes","consumed":true,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Planar Binding","flags":{"ddbimporter":{"id":138550,"definitionId":2205,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138550,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Planar Binding","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":265,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"9oDNwFXK1SJl3WLG","img":"icons/magic/symbols/runes-star-pentagon-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644273,"modifiedTime":1670759644273,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
\nIf you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
\nYou can exclude one or more areas of any size within the spell's area from being affected.
\nIf you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":150,"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":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Plant Growth","flags":{"ddbimporter":{"id":138560,"definitionId":2207,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138560,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Plant Growth","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"8UVG7x1jgGyHRTua","img":"icons/magic/nature/leaf-glow-triple-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644275,"modifiedTime":1670759644275,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 267","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":6,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[healing - Unaffected: constructs, undead] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"name":"Prayer of Healing","flags":{"ddbimporter":{"id":138584,"definitionId":2212,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138584,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Prayer of Healing","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":267,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"fdG5A4ewidmS0QTp","img":"icons/magic/life/heart-cross-strong-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644277,"modifiedTime":1670759644277,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Protection from Energy","flags":{"ddbimporter":{"id":138601,"definitionId":2220,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138601,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Protection from Energy","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"gWv4LuQMQBCrYRX6","img":"icons/magic/defensive/shield-barrier-flaming-diamond-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644279,"modifiedTime":1670759644279,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by them. If the target is already @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"holy water or powdered silver and iron, which the spell consumes"},"materials":{"value":"holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Protection from Evil and Good","flags":{"ddbimporter":{"id":138610,"definitionId":2221,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138610,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Protection from Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Buff","Debuff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"QmK7wOw1RGduPTLC","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644281,"modifiedTime":1670759644281,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":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":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Purify Food and Drink","flags":{"ddbimporter":{"id":138619,"definitionId":2223,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138619,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Purify Food and Drink","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Utility"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"BwidlopyFUr02qDn","img":"icons/magic/light/explosion-star-teal-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644291,"modifiedTime":1670759644291,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 271","activation":{"type":"action","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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Remove Curse","flags":{"ddbimporter":{"id":138643,"definitionId":2229,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138643,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Remove Curse","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":271,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"YmM9SF5J8ppXtNKk","img":"icons/magic/life/heart-cross-strong-purple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644293,"modifiedTime":1670759644293,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 272","activation":{"type":"action","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":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"diamonds worth 300 gp, which the spell consumes"},"materials":{"value":"diamonds worth 300 gp, which the spell consumes","consumed":true,"cost":300,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Revivify","flags":{"ddbimporter":{"id":138654,"definitionId":2234,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138654,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Revivify","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":272,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"oohcUNCUlMnA8WLb","img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644294,"modifiedTime":1670759644294,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
\n\n Knowledge \n | \nSave Modifier | \n
---|---|
Secondhand (you have heard of the target) | \n+5 | \n
Firsthand (you have met the target) | \n0 | \n
Familiar (you know the target well) | \n-5 | \n
\n
Connection | \nSave Modifier | \n
---|---|
Likeness or picture | \n-2 | \n
Possession or garment | \n-4 | \n
Body part, lock of hair, bit of nail, or the like | \n-10 | \n
\n
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
\nOn a failed save, the spell creates an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} objects sees the sensor as a luminous orb about the size of your fist.
\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water"},"materials":{"value":"a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Scrying","flags":{"ddbimporter":{"id":138669,"definitionId":2239,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138669,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Scrying","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":273,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"Yd4Kpf2uNcs2hpKv","img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644300,"modifiedTime":1670759644300,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 274","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":null,"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":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a short piece of fine copper wire"},"materials":{"value":"a short piece of fine copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Sending","flags":{"ddbimporter":{"id":138688,"definitionId":2243,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138688,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Sending","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":274,"sourceType":1}],"tags":["Communication"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"fYm30cnWEWdTcF5M","img":"icons/magic/air/wind-vortex-swirl-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644302,"modifiedTime":1670759644302,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":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":"util","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":true,"ritual":false,"concentration":true,"value":"a small parchment with a bit of holy text written on it"},"materials":{"value":"a small parchment with a bit of holy text written on it","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shield of Faith","flags":{"ddbimporter":{"id":138705,"definitionId":2248,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138705,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield of Faith","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"e5E0bSY0tXfnV1uI","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644304,"modifiedTime":1670759644304,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"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":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Silence","flags":{"ddbimporter":{"id":138712,"definitionId":2251,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138712,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silence","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"bCfTcu3puKG8aZG5","img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644306,"modifiedTime":1670759644306,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Speak with Animals","flags":{"ddbimporter":{"id":138762,"definitionId":2258,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138762,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Speak with Animals","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":277,"sourceType":1}],"tags":["Communication","Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"yygiNKfBsrKt1QIP","img":"icons/magic/nature/wolf-paw-glow-small-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644308,"modifiedTime":1670759644308,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
\nUntil the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":10,"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":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"burning incense"},"materials":{"value":"burning incense","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Speak with Dead","flags":{"ddbimporter":{"id":138767,"definitionId":2259,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138767,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Speak with Dead","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":277,"sourceType":1}],"tags":["Communication","Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"XEKvfgB8AlZb43eh","img":"icons/magic/control/fear-fright-shadow-monster-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644310,"modifiedTime":1670759644310,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
\nThe transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"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":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"seven sharp thorns or seven small twigs, each sharpened to a point"},"materials":{"value":"seven sharp thorns or seven small twigs, each sharpened to a point","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Spike Growth","flags":{"ddbimporter":{"id":138779,"definitionId":2262,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138779,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Spike Growth","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":277,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"0uPhbvZYjkcD7mlG","img":"icons/magic/nature/vines-thorned-curled-glow-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670759644312,"modifiedTime":1674424694312,"lastModifiedBy":"nP9JMbc9lqWmPkoF"}},{"type":"spell","system":{"description":{"value":"You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 278","activation":{"type":"action","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":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"soft clay, which must be worked into roughly the desired shape of the stone object"},"materials":{"value":"soft clay, which must be worked into roughly the desired shape of the stone object","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Stone Shape","flags":{"ddbimporter":{"id":138799,"definitionId":2267,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":4,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138799,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Stone Shape","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":278,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"8KVcXk6AO3S106ef","img":"icons/magic/earth/projectile-spiked-stone-boulder-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644313,"modifiedTime":1670759644313,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":3,"school":"div","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":"a small clay model of a ziggurat"},"materials":{"value":"a small clay model of a ziggurat","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Tongues","flags":{"ddbimporter":{"id":138857,"definitionId":2281,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138857,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Tongues","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":283,"sourceType":1}],"tags":["Communication","Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"n15IdRXipAhaW6yk","img":"icons/commodities/currency/coin-engraved-sun-smile-copper.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644315,"modifiedTime":1670759644315,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
\nYou can use this transportation ability once per round for the duration. You must end each turn outside a tree.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":5,"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":true},"scaling":{"mode":"none","formula":""}},"name":"Tree Stride","flags":{"ddbimporter":{"id":138874,"definitionId":2283,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138874,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Tree Stride","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":283,"sourceType":1}],"tags":["Teleportation","Movement"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"osvaz6s7ayAPac37","img":"icons/magic/nature/leaf-glow-maple-orange-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644317,"modifiedTime":1670759644317,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
\nThe spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration"},"materials":{"value":"a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration","consumed":false,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Warding Bond","flags":{"ddbimporter":{"id":138930,"definitionId":2296,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138930,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Warding Bond","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":287,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"zCxWb6KaJyEXq2cr","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644319,"modifiedTime":1670759644319,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
\nIf you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":10,"width":null,"units":null,"type":"creature"},"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":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a piece of cork"},"materials":{"value":"a piece of cork","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Water Walk","flags":{"ddbimporter":{"id":138937,"definitionId":2298,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138937,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Water Walk","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":287,"sourceType":1}],"tags":["Movement"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"oCIHhAASqBPEH1X9","img":"icons/creatures/slimes/slime-movement-swirling-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644321,"modifiedTime":1670759644321,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
\nWhen the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
\nThe strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 288","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":50,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8[bludgeoning]","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a tiny fan and a feather of exotic origin"},"materials":{"value":"a tiny fan and a feather of exotic origin","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Wind Wall","flags":{"ddbimporter":{"id":138948,"definitionId":2302,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138948,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Wind Wall","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":288,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"wk7vqMXfRdcpXqLd","img":"icons/magic/air/fog-gas-smoke-swirling-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644323,"modifiedTime":1670759644323,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a magical zone that guards against @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{deception} in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
\nAn affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Zone of Truth","flags":{"ddbimporter":{"id":138960,"definitionId":2305,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138960,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Zone of Truth","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":289,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"Oc7AztsDEo0elub2","img":"icons/magic/symbols/runes-star-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644325,"modifiedTime":1670759644325,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
\nFor the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} when you cast the spell, or becomes diseased or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} while under the spell’s effect, the disease and poison have no effect until the spell ends.
","chat":"","unidentified":""},"source":"Player's Handbook pg 240","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a pinch of graveyard dirt"},"materials":{"value":"a pinch of graveyard dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Feign Death","flags":{"ddbimporter":{"id":136783,"definitionId":2338,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136783,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Feign Death","sources":[{"sourceId":2,"pageNumber":240,"sourceType":1}],"tags":["Buff","Debuff","Deception"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"TtG0OTgs3zVAkZln","img":"icons/environment/settlement/graveyard-tombstone-night.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644327,"modifiedTime":1670759644327,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
\nAtonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check. On a successful check, you restore the target to its original alignment.
\nBless Water. You touch one vial of water and cause it to become holy water.
\nComing of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
\nDedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
\nFuneral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
\nWedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"25 gp worth of powdered silver, which the spell consumes"},"materials":{"value":"25 gp worth of powdered silver, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Ceremony","flags":{"ddbimporter":{"id":137945,"definitionId":14760,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":1,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137945,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Ceremony","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Buff","Utility"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"DbQvHjVVp0KHIlzn","img":"icons/sundries/books/book-purple-cross.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644336,"modifiedTime":1670759644336,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
\nWhen the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
\nIf you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 153","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"cylinder"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d10[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a sunburst pendant worth at least 100 gp"},"materials":{"value":"a sunburst pendant worth at least 100 gp","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Dawn","flags":{"ddbimporter":{"id":137977,"definitionId":14831,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137977,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dawn","sources":[{"sourceId":27,"pageNumber":153,"sourceType":1}],"tags":["Damage","Utility"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"E20s6KGV91FqsToe","img":"icons/magic/light/projectile-beam-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644338,"modifiedTime":1670759644338,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} for 1 minute. On a successful save, a creature takes half as much damage and isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}. At the end of each of its turns, a @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} creature can make a Constitution saving throw, ending the effect on itself on a success.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 157","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[radiant - Additional damage on weapon attacks]","radiant"],["4d8[radiant - Burst of radiance on spell dismiss]","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Holy Weapon","flags":{"ddbimporter":{"id":138115,"definitionId":14874,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":5,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138115,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Holy Weapon","sources":[{"sourceId":27,"pageNumber":157,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"xmw7leSkgFQJqnY6","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644340,"modifiedTime":1670759644340,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 160","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8[necrotic - Self Only]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Life Transference","flags":{"ddbimporter":{"id":138182,"definitionId":14880,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138182,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Life Transference","sources":[{"sourceId":27,"pageNumber":160,"sourceType":1}],"tags":["Healing"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"cGkEijZ31Xfo3TtU","img":"icons/magic/life/heart-glowing-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644342,"modifiedTime":1670759644342,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. While the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
\nYou can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
\nWhen the spell ends, the creature knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Acquisitions Incorporated pg 75","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Fast Friends","flags":{"ddbimporter":{"id":1747382,"definitionId":188104,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":1747382,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fast Friends","sources":[{"sourceId":44,"pageNumber":75,"sourceType":1}],"tags":["Charmed"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"Hbtyi70AXed5iFI9","img":"icons/commodities/currency/coin-engraved-sun-smile-copper.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644345,"modifiedTime":1670759644345,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the spell ends, or until you or your companions do anything harmful to it. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
","chat":"","unidentified":""},"source":"Acquisitions Incorporated pg 76","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a gem worth at least 50 gp"},"materials":{"value":"a gem worth at least 50 gp","consumed":false,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Incite Greed","flags":{"ddbimporter":{"id":1747383,"definitionId":188121,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":1747383,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Incite Greed","sources":[{"sourceId":44,"pageNumber":76,"sourceType":1}],"tags":["Charmed"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"Vu9rv6A5TKCbYGKD","img":"icons/commodities/stone/ore-pile-gold.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644347,"modifiedTime":1670759644347,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
\n\n","chat":"","unidentified":""},"source":"Acquisitions Incorporated pg 77","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":5,"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Motivational Speech","flags":{"ddbimporter":{"id":1747389,"definitionId":188142,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":1747389,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Motivational Speech","sources":[{"sourceId":44,"pageNumber":77,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"hTNoNUmQOV0q63A5","img":"icons/creatures/abilities/mouth-teeth-human.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644349,"modifiedTime":1670759644349,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?
\n— Walnut Dankgrass
\n
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.
\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 108","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"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":[["1d8[cold]","cold"],["1d8[necrotic]","necrotic"],["1d8[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"name":"Spirit Shroud","flags":{"ddbimporter":{"id":5833696,"definitionId":718581,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":3,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":5833696,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Spirit Shroud","sources":[{"sourceId":67,"pageNumber":108,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"8RXOddcQnt5pnPlQ","img":"icons/magic/death/projectile-skull-fire-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670759644357,"modifiedTime":1674424861550,"lastModifiedBy":"nP9JMbc9lqWmPkoF"}},{"type":"spell","system":{"description":{"value":"You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
\nCelestial Spirit
\nLarge celestial
\nArmor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
\nHit Points 40 + 10 for each spell level above 5th
\nSpeed 30 ft., fly 40 ft.
\nDamage Resistances radiant
\nCondition Immunities charmed, frightened
\nSenses @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} 60 ft., passive @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} 12
\nLanguages Celestial, understands the languages you speak
\nChallenge — Proficiency Bonus equals your bonus
\nActions
\nMultiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).
\nRadiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.
\nRadiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
\nHealing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.
\nYou draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
","chat":"","unidentified":""},"source":"Strixhaven: A Curriculum of Chaos pg 37","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a book worth at least 25 gp"},"materials":{"value":"a book worth at least 25 gp","consumed":false,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Borrowed Knowledge","flags":{"ddbimporter":{"id":10075679,"definitionId":1239802,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Cleric","level":11,"characterClassId":95828323,"spellLevel":2,"ability":"wis","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":10075679,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Borrowed Knowledge","sources":[{"sourceId":80,"pageNumber":37,"sourceType":1}],"tags":["Utility"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"zUArw5ESI115svv2","img":"icons/magic/perception/third-eye-blue-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644367,"modifiedTime":1670759644367,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning - The weapon is magical.] + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"mistletoe, a shamrock leaf, and a club or quarterstaff"},"materials":{"value":"mistletoe, a shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Shillelagh","flags":{"ddbimporter":{"id":212,"definitionId":2249,"entityTypeId":420821570,"dndbeyond":{"class":"Cleric","lookup":"classFeature","lookupName":"Acolyte of Nature","lookupId":142,"level":11,"ability":"wis","mod":4,"dc":16,"overrideDC":false,"id":212,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Shillelagh","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Damage","Buff"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"}},"_id":"1OwMsjogHeqUt9m4","img":"icons/magic/fire/dagger-rune-enchant-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644368,"modifiedTime":1670759644368,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
\nThis spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12[poison]","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"cha"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d12"}},"name":"Poison Spray","flags":{"ddbimporter":{"id":270,"definitionId":2208,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Innate Spellcasting","lookupId":280,"race":"Yuan-ti Pureblood","level":null,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":270,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Poison Spray","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"}},"_id":"jF8BpXLnMDUoJ5F3","img":"icons/magic/fire/projectile-fireball-smoke-large-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644370,"modifiedTime":1670759644370,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"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":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a morsel of food"},"materials":{"value":"a morsel of food","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Animal Friendship","flags":{"ddbimporter":{"id":271,"definitionId":1993,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Innate Spellcasting","lookupId":280,"race":"Yuan-ti Pureblood","level":null,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":271,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Animal Friendship","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":212,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"},"spell-class-filter-for-5e":{"parentClass":"cleric"}},"_id":"fr26Exszpt9feE5T","img":"icons/magic/nature/wolf-paw-glow-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670759644373,"modifiedTime":1670759644373,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
\nThe target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
\nIf you or any of your companions damage the target, the spell ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":1,"per":"lr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"cha","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true,"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil"},"materials":{"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Suggestion","flags":{"ddbimporter":{"id":272,"definitionId":2269,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Innate Spellcasting","lookupId":280,"race":"Yuan-ti Pureblood","level":null,"ability":"cha","mod":1,"dc":13,"overrideDC":false,"id":272,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Suggestion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":279,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"VkVEUsSKBAYR0Kjg"}},"_id":"iBwAydSwQK7VATiS","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1670759644375,"modifiedTime":1675628621446,"lastModifiedBy":"nP9JMbc9lqWmPkoF"}},{"_id":"416WAme3SaF2ixkQ","name":"Bonecounter","type":"weapon","img":"icons/weapons/maces/mace-spiked-banded-wood.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Mace","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":51,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":883354,"originalName":"Bonecounter","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":{"0":true},"altValue":{"0":true},"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"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":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"fumbleThreshold":null,"effectActivation":false,"onUseMacroName":""},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.6bgOiLK8SIGAmk8w"}},"system":{"description":{"value":"This weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder’s pocket.
","chat":"","unidentified":"Mace"},"source":"Sleeping Dragon’s Wake","quantity":1,"weight":4,"price":0,"attunement":0,"equipped":true,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod + 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\nCurse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target.
\nIf you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
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\nMelee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently.
The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
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It takes 5 (1d10) force damage if it ends its turn inside an object.
The wraith can move through other creatures and objects as if they were difficult terrain.
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The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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{"_id":"3vC29g64szCsFo05","name":"Tolben Stonehill","type":"npc","img":"ddb-images/other/Bilder%20Grau/Aid%20from%20Phandalin/Tolben%20Stonehill.png","items":[{"_id":"HwktDnB8qdr0BYGZ","name":"Club","type":"weapon","img":"icons/weapons/clubs/club-simple-black.webp","effects":[],"folder":null,"sort":100000,"flags":{},"system":{"description":{"value":"Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
\nMelee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
The Zombie attacks with its Slam.
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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw.
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\nRe: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance. Zombies will still show the wounds or disease scars which slew them upon reanimating. The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens. While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger. Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders. This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need. Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety. It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies. Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle. Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands. The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers! Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.
\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
\nOne humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
\nThe fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
\nThe fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
\nThe fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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The Hell Hound attacks with its Bite.
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Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attunement":0,"equipped":true,"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":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"lgt":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"cCGSBiJ1iPtG0Fas","sort":-100000,"flags":{"ddbimporter":{"id":16829,"entityTypeId":779871897,"creatureGroup":null,"creatureFlags":[],"flatAC":true,"pack":"dnd5e.monsters","originalItemName":"Commoner","replaced":true},"monsterMunch":{"url":"https://www.dndbeyond.com/monsters/commoner","img":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","tokenImg":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","spellList":{"class":[],"pact":[],"atwill":[],"innate":[],"edgeCases":[]}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-monsters.hTAVdRYDvo2CMlMz"},"midi-qol":{"concentration-damage":0}},"system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"flat":10,"calc":"natural","formula":"","min":10},"hp":{"value":4,"max":4,"temp":null,"tempmax":null,"formula":"1d8","min":0},"init":{"ability":"","bonus":0,"value":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","prof":2,"spelldc":10,"spellLevel":0,"encumbrance":{"value":2,"max":150,"pct":1.3333333333333333,"encumbered":true}},"details":{"biography":{"value":"A label of pure disrespect the caste of citizens in our realm known as the “Commoner” are anything but! Commoners come in all races, social classes, professions, and personalities. Be they a sly Dragonborn merchant, a boisterous Human tavern owner, or an elvish glassblower of supreme skills, the commoner befits those often outside the nobility. Commoners may be intelligent or foolish, mighty or cowardly; certainly a commoner should be admired for their uniqueness in our world. A commoner may be found wherever humanoids exist: cities, villages, out on the roads, forests, mountains, anywhere that has felt the touch of humanoids you may find a commoner there.
\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nMelee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
\nA kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\nThe priest can breathe air and water.
The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: call lightning, Evard’s black tentacles
The thief makes three attacks with its shortsword.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
\nRanged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nOn each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.
The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
\nMelee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attunement":0,"equipped":true,"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":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"lgt":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"Jd3TDPf7OSV9JgkL","sort":800000,"flags":{"ddbimporter":{"id":16829,"entityTypeId":779871897,"creatureGroup":null,"creatureFlags":[],"flatAC":true,"pack":"dnd5e.monsters","originalItemName":"Commoner","replaced":true},"monsterMunch":{"url":"https://www.dndbeyond.com/monsters/commoner","img":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","tokenImg":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","spellList":{"class":[],"pact":[],"atwill":[],"innate":[],"edgeCases":[]}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-monsters.hTAVdRYDvo2CMlMz"}},"system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"flat":10,"calc":"natural","formula":"","min":10},"hp":{"value":4,"max":4,"temp":null,"tempmax":null,"formula":"1d8","min":0},"init":{"ability":"","bonus":0,"value":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","prof":2,"spelldc":10,"spellLevel":0,"encumbrance":{"value":2,"max":150,"pct":1.3333333333333333,"encumbered":true}},"details":{"biography":{"value":"A label of pure disrespect the caste of citizens in our realm known as the “Commoner” are anything but! Commoners come in all races, social classes, professions, and personalities. Be they a sly Dragonborn merchant, a boisterous Human tavern owner, or an elvish glassblower of supreme skills, the commoner befits those often outside the nobility. Commoners may be intelligent or foolish, mighty or cowardly; certainly a commoner should be admired for their uniqueness in our world. A commoner may be found wherever humanoids exist: cities, villages, out on the roads, forests, mountains, anywhere that has felt the touch of humanoids you may find a commoner there.
\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
\nIt has the following druid spells prepared:
\nCantrips (at will): druidcraft, produce flame, shillelagh
\n1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
\n2nd level (3 slots): animal messenger, barkskin
\nThe druid is a spellcaster. Its spellcasting ability is Wisdom.
","chat":"","unidentified":""},"source":"","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":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gdpkOBvo0Jxb3OVR","name":"Druidcraft","type":"spell","img":"icons/creatures/tentacles/tentacles-thing-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Whispering to the spirits of Nature, you create one of the following Effects within range:
\nA flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
\nYou can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"326YyjtlKmYZh3T3","name":"Entangle","type":"spell","img":"icons/magic/nature/root-vine-entangle-foot-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.
\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
\nWhen the spell ends, the conjured Plants wilt away.
","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BdApmAz4M3id4rnL","name":"Longstrider","type":"spell","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a creature. The target's speed increases by 10 feet until the spell ends.
","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"lXZnkgspOXxSoLPF","name":"Speak with Animals","type":"spell","img":"icons/creatures/mammals/elk-moose-marked-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"2ZxbeICwcq94lFTU","name":"Thunderwave","type":"spell","img":"icons/magic/air/wind-tornado-spiral-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","thunder"]],"versatile":""},"formula":"","save":{"ability":"con","dc":12,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6DpP5JZ3gznrULif","name":"Animal Messenger","type":"spell","img":"icons/creatures/birds/corvid-flying-wings-purple.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":""},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PHcdIFirPgGkjSV7","name":"Shillelagh","type":"spell","img":"icons/skills/melee/hand-grip-staff-yellow-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","bludgeoning"],["@mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xf9PRKOZJ3jjwouV","name":"Barkskin","type":"spell","img":"icons/equipment/wrist/bracer-segmented-chitin.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
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The Druid attacks with its Quarterstaff.
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Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
\nThe subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.
\nThe lizardfolk can hold its breath for 15 minutes.
The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, guiding bolt, purify food and drink
2nd level (3 slots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magic
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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","chat":"","unidentified":""},"source":"PHB pg. 277","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":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5HWbefnTKmgurMPE","name":"Thaumaturgy","type":"spell","img":"icons/magic/fire/explosion-fireball-small-purple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138846,"definitionId":2277,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":282,"sourceType":1}],"tags":["Control"],"pack":"dnd5e.spells","originalItemName":"Thaumaturgy","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.w7j1RUbWpXqsyuay"}},"system":{"description":{"value":"You create one of the following magical effects within range:
\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
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Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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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.
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At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
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Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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\nMelee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
\nThe half-blue dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
\nThe gladiator has advantage on saving throws against being frightened.
A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
\nThe shield dwarf makes two battleaxe attacks. If it has a handaxe drawn, it can also make a handaxe attack.
\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
\nRanged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
\nThey have advantage on saving throws against poison, and they have resistance to poison damage.
Each is equipped with a potion of gaseous form.
Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
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\nIf a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
\nAny humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a Wisdom saving throw.
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The Sea Hag attacks with its Claws.
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The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must make a Wisdom saving throw against this magic.
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\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
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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 .
Verursacht keinen Schaden, füllt aber einen 20-Fuß-Radius mit Rauch (als verhüllender Nebel behandeln), der 1 Minute lang anhält.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe mangler makes two claw attacks.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.
\nThe mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
\nOn the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet.
While in dim light or darkness, the mangler can take the Hide action as a bonus action.
The swashbuckler makes three attacks: one with a dagger and two with its rapier.
\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
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\nThe target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
\nThe Swarm of Poisonous Snakes attacks with a flurry of Bites. The target must make a Constitution saving throw.
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\nThe fanatic has the following cleric spells prepared:
\nCantrips (at will): light, sacred flame, thaumaturgy
\n1st level (4 slots): command, inflict wounds, shield of faith
\n2nd level (3 slots): hold person, spiritual weapon
\nThe fanatic is a spellcaster. Its spell casting ability is Wisdom.
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If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
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\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls prone and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
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\nHigher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
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\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
\nHigher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
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{"_id":"B6KKWdbSMF4Exqgo","name":"Gallio Elibro","type":"npc","img":"ddb-images/other/Gallio%20Elibro.png","items":[{"_id":"gKh2ZGNk6nZeAM4E","name":"Fire Bolt","type":"spell","img":"icons/magic/light/beam-rays-red.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You hurl a mote of fire at a creature or object within range. 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\nThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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\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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\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.
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The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gKRi9Yu14HeACqSq","name":"Magic Missile","type":"spell","img":"icons/magic/fire/projectile-meteor-salvo-light-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
","chat":"","unidentified":""},"source":"PHB pg. 257","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d4","force"],["3","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d4+1"},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"JZqZeMR3KcCL7opH","name":"Shield","type":"spell","img":"icons/equipment/shield/oval-wooden-boss-steel.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"An 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":"PHB 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":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"kZEpBou0dxWj6Xum","name":"Misty Step","type":"spell","img":"icons/magic/control/debuff-energy-snare-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"QREOzX3l871IOD4Z","name":"Suggestion","type":"spell","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
\nThe target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
\nIf you or any of your companions damage the target, the spell ends.
","chat":"","unidentified":""},"source":"PHB pg. 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":14,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"JiDcPQSp4omiK3AZ","name":"Counterspell","type":"spell","img":"icons/magic/control/debuff-chains-ropes-net-purple-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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.
\nHigher 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":"PHB 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":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"oT4dQG28IiZwRPtZ","name":"Fireball","type":"spell","img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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.
\nHigher 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":"PHB 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":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"CIztTr0GrIAh4mAg","name":"Fly","type":"spell","img":"icons/magic/control/buff-flight-wings-runes-blue-white.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"3wGcLaOj0ucT34UU","name":"Greater Invisibility","type":"spell","img":"icons/magic/air/fog-gas-smoke-gray.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person.
","chat":"","unidentified":""},"source":"PHB pg. 246","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6zDAFf7Lb0w56TxT","name":"Ice Storm","type":"spell","img":"icons/magic/water/projectiles-ice-faceted-shard-salvo-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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":"PHB 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":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":14,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tbKbwgcprUBciliF","name":"Spellcasting","type":"feat","img":"icons/magic/light/beam-rays-magenta-large.webp","effects":[],"folder":null,"sort":300001,"flags":{},"system":{"description":{"value":"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
\nCantrips (at will): fire bolt, light, mage hand, prestidigitation
\n1st level (4 slots): detect magic, mage armor, magic missile, shield
\n2nd level (3 slots): misty step, suggestion
\n3rd level (3 slots): counterspell, fireball, fly
\n4th level (3 slots): greater invisibility, ice storm
\n5th level (1 slot): cone of cold
\nThe mage is a spellcaster. Its spellcasting ability is Intelligence.
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The Mage attacks with its Dagger.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"amm":false,"fin":true,"fir":false,"foc":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":true,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bwGvTpHdGottdvPW","name":"Legend Lore","type":"spell","img":"icons/magic/symbols/runes-star-orange-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138376,"definitionId":2163,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":254,"sourceType":1}],"tags":["Utility"],"pack":"dnd5e.spells","originalItemName":"Legend Lore","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.feT1TuEPwSy2Cgp8"}},"system":{"description":{"value":"Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"
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{"_id":"C5Sk1F4kS5tCtYAU","name":"Fresh-D","type":"npc","img":"ddb-images/other/Bilder%20Grau/Fresch-D.png","items":[{"_id":"gSrKQbka5aLxlcJz","name":"Spellcasting","type":"feat","img":"icons/magic/light/beam-rays-magenta-large.webp","effects":[],"folder":null,"sort":100000,"flags":{},"system":{"description":{"value":"The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
\n• Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
\n• 1st level (4 slots): detect magic, identify, mage armor*, magic missile
\n• 2nd level (3 slots): detect thoughts, mirror image, misty step
\n• 3rd level (3 slots): counterspell,fly, lightning bolt
\n• 4th level (3 slots): banishment, fire shield, stoneskin*
\n• 5th level (3 slots): cone of cold, scrying, wall of force
\n• 6th level (1 slot): globe of invulnerability
\n• 7th level (1 slot): teleport
\n• 8th level (1 slot): mind blank*
\n• 9th level (1 slot): time stop*
\n*-The archmage casts these spells on itself before combat.
\nThe archmage is an spellcaster. Its spellcasting ability is Intelligence.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Wa6dckSFp3pY8yH5","name":"Magic Resistance","type":"feat","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":200000,"flags":{},"system":{"description":{"value":"The archmage has advantage on saving throws against spells and other magical effects.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HTzRxMBniAbeKQA7","name":"Fire Bolt","type":"spell","img":"icons/magic/light/beam-rays-red.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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":"PHB 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":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"nXCPUmc30JcTIawZ","name":"Light","type":"spell","img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"g80EdYzWB7lToiWJ","name":"Mage Hand","type":"spell","img":"icons/equipment/hand/glove-simple-leather-orange.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tJI3qIZnHkzxxY3g","name":"Prestidigitation","type":"spell","img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
\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":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"KDOdp9EN4ibQJxSs","name":"Shocking Grasp","type":"spell","img":"icons/magic/lightning/bolt-forked-teal-purple.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"","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":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"VOR462tHlkC4LLRI","name":"Detect Magic","type":"spell","img":"icons/tools/scribal/magnifying-glass.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"a7BHSOHkqsz5Tdx8","name":"Identify","type":"spell","img":"icons/magic/light/explosion-star-teal-purple-small.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
","chat":"","unidentified":""},"source":"PHB pg. 252","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":""},"materials":{"value":"A pearl worth at least 100gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"oUzi30RNMpsJikkQ","name":"Mage Armor","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xEgoTqszEKcynu21","name":"Magic Missile","type":"spell","img":"icons/magic/fire/projectile-meteor-salvo-light-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
","chat":"","unidentified":""},"source":"PHB pg. 257","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":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"EQFMidKf7ieiCyTD","name":"Detect Thoughts","type":"spell","img":"icons/tools/scribal/magnifying-glass.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
","chat":"","unidentified":""},"source":"PHB pg. 231","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"spell"},"level":2,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A copper piece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Pt0vjftn8ucxOWOX","name":"Mirror Image","type":"spell","img":"icons/magic/defensive/illusion-evasion-echo-purple.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates.
\nWhenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates.
\nIf you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more.
\nThe AC of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed.
\nA creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.
","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HTU1mynIEmrJvxA8","name":"Misty Step","type":"spell","img":"icons/magic/control/debuff-energy-snare-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"FmgcWUhTwPlvquR6","name":"Counterspell","type":"spell","img":"icons/magic/control/debuff-chains-ropes-net-purple-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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.
\nHigher 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":"PHB 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":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d20 + @mod","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"aqanmKIBJ0uLpLsj","name":"Fly","type":"spell","img":"icons/magic/control/buff-flight-wings-runes-blue-white.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"JqOO8BxHqesSS0eT","name":"Lightning Bolt","type":"spell","img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
\nThe lightning 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":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":100,"width":null,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":17,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A bit of fur and a rod of amber, crystal, or glass","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"FjPsBXzcEt6ogvve","name":"Banishment","type":"spell","img":"icons/magic/unholy/orb-swirling-teal.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
\nIf the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
\nIf the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
","chat":"","unidentified":""},"source":"PHB pg. 217","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"cha","dc":17,"scaling":"spell","value":""},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"An item distasteful to the target","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"126EQl9NJWsnl8Hz","name":"Fire Shield","type":"spell","img":"icons/magic/defensive/shield-barrier-flaming-pentagon-red.webp","effects":[],"folder":null,"sort":100001,"flags":{},"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":"PHB pg. 242","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A bit of phosphorus or a firefly","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"D9NB8NWPDI0TZHIo","name":"Stoneskin","type":"spell","img":"icons/magic/defensive/armor-stone-skin.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.
","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"Diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"EtzKTmWR9LFrp96t","name":"Cone of Cold","type":"spell","img":"icons/magic/air/wind-tornado-wall-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
\nA creature killed by this spell becomes a frozen statue until it thaws.
\nHigher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":17,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"us3Zly6GB7D5qn31","name":"Scrying","type":"spell","img":"icons/commodities/biological/eye-blue-gold.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
\nKnowledge | \nSave Modifier | \n
Secondhand (you have heard of the target) | \n+5 | \n
Firsthand (you have met the target) | \n+0 | \n
Familiar (you know the target well) | \n-5 | \n
Connection | \nSave Modifier | \n
Likeness or picture | \n-2 | \n
Possession or garment | \n-4 | \n
Body part, lock of hair, bit of nail, or the like | \n-10 | \n
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
\nOn a failed save, the spell creates an Invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the Duration. A creature that can see Invisile Objects sees the sensor as a luminous orb about the size of your fist.
\nInstead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
","chat":"","unidentified":""},"source":"PHB pg. 273","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":17,"scaling":"spell"},"level":5,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.","consumed":false,"cost":1000,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6SLy3dJdASjuoYnm","name":"Wall of Force","type":"spell","img":"icons/magic/air/air-burst-spiral-large-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
\nNothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A pinch of powder made by crushing clear gemstone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"VLinN8yXghlevpcI","name":"Globe of Invulnerability","type":"spell","img":"icons/magic/water/orb-water-transparent.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.
\nAny spell of 5th level or lower cast from outside the barrier can't affect creatures or Objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and Objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Spells.
\nAt Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.
","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":6,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A glass or crystal bead that shatters when the spell ends","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"U8qWWRmgxVBEZ7ha","name":"Teleport","type":"spell","img":"icons/skills/ranged/projectile-explosion-black-orange.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
\nThe destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
\nFamiliarity | \nMishap | \nSimilar Area | \nOff Target | \nOn Target | \n
Permanent circle | \n- | \n- | \n- | \n01-100 | \n
Associated object | \n- | \n- | \n- | \n01-100 | \n
Very familiar | \n01-05 | \n06-13 | \n14-24 | \n25-100 | \n
Seen casually | \n01-33 | \n34-43 | \n44-53 | \n54-100 | \n
Viewed once | \n01-43 | \n44-53 | \n54-73 | \n74-100 | \n
Description | \n01-43 | \n44-53 | \n54-73 | \n74-100 | \n
False destination | \n01-50 | \n51-100 | \n- | \n- | \n
Familiarity. \"Permanent circle\" means a permanent Teleportation Circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's Secret tomb.
\n\"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map.
\n\"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
\nOn Target. You and your group (or the target object) appear where you want to.
\nOff Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
\nSimilar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
\nMishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
","chat":"","unidentified":""},"source":"PHB pg. 281","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":9,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":7,"school":"con","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"S5AeLTegixmkt9DE","name":"Mind Blank","type":"spell","img":"icons/equipment/head/mask-craved-beige.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, Divination Spells, and the Charmed condition. The spell even foils Wish spells and Spells or Effects of similar power used to affect the target's mind or to gain information about the target.
","chat":"","unidentified":""},"source":"PHB pg. 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":8,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5k3VPs3wr3MMI2I4","name":"Time Stop","type":"spell","img":"icons/magic/time/clock-stopwatch-white-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use Actions and move as normal.
\nThis spell ends if one of the Actions you use during this period, or any Effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
","chat":"","unidentified":""},"source":"PHB pg. 283","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"1d4+1","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":9,"school":"trs","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vgTunE3gLps5Q595","name":"Dagger","type":"weapon","img":"icons/weapons/daggers/dagger-curved-black.webp","effects":[],"folder":null,"sort":100000,"flags":{},"system":{"description":{"value":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The Archmage attacks with their Dagger.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"fin":true,"lgt":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vWTVopCBB0sfk9mv","name":"Invisibility","type":"spell","img":"icons/commodities/materials/glass-orb.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"DzwOzkBn2JWUA8DH","name":"Disguise Self","type":"spell","img":"icons/creatures/magical/spirit-undead-masked-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
","chat":"","unidentified":""},"source":"PHB pg. 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uIMq7JNBUG8Uh9DJ","name":"Fireball","type":"spell","img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136815,"definitionId":2102,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Fireball","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":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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}},"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"midi-qol":{"effectActivation":false},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-spells.VRb3oR46Yy1hc3gd"}},"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.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
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":"PHB 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":0,"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"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"cZKGUDnL8JuYDT6i","name":"Glyph of Warding","type":"spell","img":"icons/magic/symbols/runes-star-orange-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Compendium.dnd5e.spells.pB7XVYwdGNcUG935"}},"system":{"description":{"value":"When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes [[/r 5d8]] acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
","chat":"","unidentified":""},"source":"PHB pg. 245","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"perm"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"Incense and powdered diamond worth at least 200gp, which the spell consumes","consumed":true,"cost":200,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":null},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"meumqBwm8jfetqHO","sort":400000,"flags":{"ddbimporter":{"id":16789,"entityTypeId":779871897,"creatureGroup":null,"creatureFlags":[],"flatAC":true,"pack":"dnd5e.monsters","originalItemName":"Archmage","replaced":true},"monsterMunch":{"url":"https://www.dndbeyond.com/monsters/archmage","img":"https://www.dndbeyond.com/avatars/67/574/636460583371686532.png","tokenImg":"https://www.dndbeyond.com/avatars/0/166/636252760212532389.jpeg","spellList":{"class":["detect magic","identify","mage armor*","magic missile","detect thoughts","mirror image","misty step","counterspell","fly","lightning bolt","banishment","fire shield","stoneskin*","cone of cold","scrying","wall of force","globe of invulnerability","teleport","mind blank*","time stop"],"pact":[],"atwill":["disguise self","invisibility","fire bolt","light","mage hand","prestidigitation","shocking grasp"],"innate":[],"edgeCases":[]}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-monsters.NYf02zqBMT96AxvI"}},"system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":12},"dex":{"value":14,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":2,"save":2,"prof":0,"saveBonus":0,"checkBonus":0,"dc":14},"con":{"value":12,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"int":{"value":20,"proficient":1,"bonuses":{"check":"","save":""},"min":3,"mod":5,"save":9,"prof":4,"saveBonus":0,"checkBonus":0,"dc":17},"wis":{"value":15,"proficient":1,"bonuses":{"check":"","save":""},"min":3,"mod":2,"save":6,"prof":4,"saveBonus":0,"checkBonus":0,"dc":14},"cha":{"value":16,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":15}},"attributes":{"ac":{"flat":22,"calc":"natural","formula":"","min":0},"hp":{"value":9999,"max":9999,"temp":null,"tempmax":null,"formula":"18d8 + 18","min":0},"init":{"ability":"","bonus":0,"value":0,"mod":2,"total":2,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":60,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"int","prof":4,"spelldc":17,"spellLevel":0,"encumbrance":{"value":1,"max":150,"pct":0.6666666666666666,"encumbered":false}},"details":{"biography":{"value":"Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.
\nAn archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
The Archmage casts mage armor, stoneskin and mind blank on itself before combat.
\nEach creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours.
\nThe eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.
When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon’s control. The eidolon uses the sacred statue’s statistics in place of its own.
The eidolon has advantage on saving throws against any effect that turns undead.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":60,"price":"200","attunement":0,"equipped":true,"rarity":"common","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":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":17,"type":"heavy","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":"15","stealth":true,"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WaEunPCFG0EddNTt","name":"Longsword","type":"weapon","img":"icons/weapons/swords/sword-guard-engraved.webp","effects":[],"folder":null,"sort":400000,"flags":{"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"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}},"system":{"description":{"value":"Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
The Veteran attacks with their Longsword.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":15,"attunement":0,"equipped":true,"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":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8 + @mod","slashing"]],"versatile":"2d10 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"","properties":{"ver":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ada":false,"mgc":false,"sil":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"wziRdUn3HafZKJ8o","name":"Multiattack","type":"feat","img":"icons/skills/melee/strike-weapons-orange.webp","effects":[],"folder":null,"sort":300000,"flags":{},"system":{"description":{"value":"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
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Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Prepared:
Fireball
Find Familiar
Silvery Barbs
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@Compendium[world.ddb-graus-dnd-class-features.CJYLG9Sj5yiBA3v4]{Enchantment Savant}
\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
\n\n@Compendium[world.ddb-graus-dnd-class-features.u77pQXlJcp4OYH3O]{Hypnotic Gaze}
\nStarting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the end of your next turn. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature’s speed drops to 0, and the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} and visibly dazed.
\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jfVsb28B4D3QT3UR]{Instinctive Charm}
\nBeginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect.
\n\n@Compendium[world.ddb-graus-dnd-class-features.lIlbSSQdEzdvb0yv]{Split Enchantment}
\nStarting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Fffb9fote0uaqEzj]{Alter Memories}
\nAt 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}.
\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
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\nHit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom
Hit Points
\nHit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
@Compendium[world.ddb-graus-dnd-class-features.DNSPcFMeI2rTkRl7]{Additional Wizard Spells}
\n1st-level wizard feature
\nThe spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and 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.
\nLevel | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.) | \n
1st | \nTasha’s caustic brew * (evoc.) | \n
2nd | \nAugury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.) | \n
3rd | \nIntellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.) | \n
4th | \nDivination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.) | \n
6th | \nSummon fiend * (conj.), Tasha’s otherworldly guise * (trans.) | \n
7th | \nDream of the blue veil * (conj.) | \n
9th | \nBlade of disaster * (conj.) | \n
Proficiencies
\nArmor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.p5IgDpm1q5sHxHwq]{Spellcasting}
\nAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
\nThe Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier
\nSpell attack modifier = your proficiency bonus + your Intelligence modifier
\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
\n\n\n\n \n \n \n \n \n \n \n \n
Arcane Recovery
\nYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
\n\nArcane Tradition
\nWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.
\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.cjviJlKSLIGbUM1p]{Cantrip Formulas}
\n3rd-level wizard feature
\nYou have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
\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\nSpell Mastery
\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
\n\nSignature Spells
\nWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nAbility Score Increase
\nYour Charisma score increases by 2 and your Dexterity scrore increases by 1.
Age
\nKitsune reach physical maturity at about the same age as humans and can live up to 800 years.
\n\nAlignment
\nKitsune love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
\n\nSize
\nKitsune range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nKeen Senses
\nYou have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.
\n\nTrue Form
\nA Kitsune can turn into a fox, you know the spell Polymorph but can only transform into a fox once.
\n\nLanguages
\nYou can speak, read, and write Common and Sylvan.
\n\nKitsune Trickery
\nOnce you reach 3rd level you can use the spell Disguise Self to hide your Kitsune heritage once.
\n\nKitsune-bi
\nAt 1st level you are able to use the Cantrip Produce Flame with the exception that your flame is blue.
\n\n","chat":"","unidentified":""},"source":null,"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":8595,"version":"3.2.7","sourceId":-1,"baseName":"Kitsune","moreDetailsUrl":"/races/8595-kitsune","baseRaceId":8595,"baseRaceName":"Kitsune","fullName":"Kitsune","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/162/247/636543904490946626.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/162/246/636543904487826633.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/symbols/runes-star-pentagon-blue.webp","_id":"uByksC5uncfwKMwt","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134379,"modifiedTime":1671381134379,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age","type":"feat","system":{"description":{"value":"Kitsune reach physical maturity at about the same age as humans and can live up to 800 years.
","chat":"","unidentified":""},"source":null,"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":72246,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"uQg3oFiCdnZ6YEyc","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134381,"modifiedTime":1671381134381,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Alignment","type":"feat","system":{"description":{"value":"Kitsune love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
","chat":"","unidentified":""},"source":null,"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":72247,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":3},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"RYrMZcoIim22788u","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134383,"modifiedTime":1671381134383,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.
","chat":"","unidentified":""},"source":null,"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":72251,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"dThhMFiyKshqZzkG","img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134387,"modifiedTime":1671381134387,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"True Form","type":"feat","system":{"description":{"value":"You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You still need 8 hours for a long rest.\n\n
A Kitsune can turn into a fox, you know the spell Polymorph but can only transform into a fox once.
\n \nOnce you reach 3rd level you can use the spell Disguise Self to hide your Kitsune heritage once.
","chat":"","unidentified":""},"source":null,"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":72385,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"fZGO5ebyCSvO2ztQ","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134395,"modifiedTime":1671381134395,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Kitsune-bi","type":"feat","system":{"description":{"value":"At 1st level you are able to use the Cantrip Produce Flame with the exception that your flame is blue.
","chat":"","unidentified":""},"source":null,"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":72386,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":10},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"rpLmcuqS3Rb16bWA","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134396,"modifiedTime":1671381134396,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Additional Wizard Spells","type":"feat","system":{"description":{"value":"Your Wizard has additional spells available to them, as designated in Tasha's Cauldron of Everything.\n\n
1st-level wizard feature
\nThe spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and 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.
\nLevel | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.) | \n
1st | \nTasha’s caustic brew * (evoc.) | \n
2nd | \nAugury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.) | \n
3rd | \nIntellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.) | \n
4th | \nDivination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.) | \n
6th | \nSummon fiend * (conj.), Tasha’s otherworldly guise * (trans.) | \n
7th | \nDream of the blue veil * (conj.) | \n
9th | \nBlade of disaster * (conj.) | \n
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
\nThe Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier
\nSpell attack modifier = your proficiency bonus + your Intelligence modifier
\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
\n\n","chat":"","unidentified":""},"source":"Wizard","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":410,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard"},"class":"Wizard","subclass":"School of Enchantment","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"3ap6sCUlAGbaXdlS","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":"10.291","createdTime":1671381134413,"modifiedTime":1671381134413,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Arcane Tradition","type":"feat","system":{"description":{"value":" \n \n \n \n \n \n \n \n
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.
\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Wizard","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":412,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard"},"class":"Wizard","subclass":"School of Enchantment","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"sIrn93fmquRCELmF","img":"icons/magic/water/orb-ice-glow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134415,"modifiedTime":1671381134415,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Enchantment Savant","type":"feat","system":{"description":{"value":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
","chat":"","unidentified":""},"source":"Wizard : School of Enchantment","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":430,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard : School of Enchantment"},"class":"Wizard","subclass":"School of Enchantment","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"dl0ME7rgjP3L2wlq","img":"icons/sundries/scrolls/scroll-runed-brown-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134417,"modifiedTime":1671381134417,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fey Touched (Intelligence): Command","type":"feat","system":{"description":{"value":"You learn the misty step spell and one 1st-level divination/enchantment spell of your choice and can cast each of these spells without expending a spell slot, recharging on a long rest.\nYou can also cast these spells using spell slots you have of the appropriate level.You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
\n\n
Your exposure to the Feywild’s magic has changed you, granting you the following benefits:
\nYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
\n \n\n
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
\n \n\n
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the end of your next turn. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature’s speed drops to 0, and the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} and visibly dazed.
\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
\n \n\n
3rd-level wizard feature
\nYou have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
\n \n\n
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect.
\n \n\n
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
\n \nYou point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 169","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic - The die type becomes a d12 if the target is missing any of its hit points.]","necrotic"]],"versatile":"1d12"},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"name":"Toll the Dead","flags":{"ddbimporter":{"id":138276,"definitionId":14615,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138276,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Toll the Dead","sources":[{"sourceId":27,"pageNumber":169,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"VZH1tmmXUuYv6kMz","img":"icons/magic/death/skull-humanoid-worn-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065533,"modifiedTime":1671390065533,"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":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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138436,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138436,"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":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"HbiCPQVUfvHG91nF","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":"10.291","createdTime":1671390065539,"modifiedTime":1671390065539,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
\nThis spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 108","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":0,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d6"}},"name":"Mind Sliver","flags":{"ddbimporter":{"id":5833522,"definitionId":718568,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":5833522,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mind Sliver","sources":[{"sourceId":67,"pageNumber":108,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"Obk3UBQcCwkGVU8M","img":"icons/magic/light/beam-rays-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065545,"modifiedTime":1671390065545,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
\nThe 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 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[lightning]","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Shocking Grasp","flags":{"ddbimporter":{"id":138710,"definitionId":2250,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138710,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Shocking Grasp","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"EtDlXYjrdPTnZlyX","img":"icons/magic/lightning/bolt-forked-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065550,"modifiedTime":1671390065550,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"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":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a short piece of copper wire"},"materials":{"value":"a short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Message","flags":{"ddbimporter":{"id":138481,"definitionId":2188,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138481,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Message","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":259,"sourceType":1}],"tags":["Communication","Social"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"GrtzhnwqgEzvj0Dc","img":"icons/commodities/currency/coin-engraved-sun-smile-copper.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065556,"modifiedTime":1671390065556,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the spell ends or until you or your companions do anything harmful to it. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Charm Person","flags":{"ddbimporter":{"id":136197,"definitionId":2025,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136197,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Charm Person","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"JOM91ZNeTzYCr1AU","img":"icons/magic/fire/explosion-fireball-medium-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065564,"modifiedTime":1671390065564,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"Choose from Acid, Cold, Fire, Lightning, Poison, Thunder, or Acid","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a diamond worth at least 50 gp"},"materials":{"value":"a diamond worth at least 50 gp","consumed":false,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"name":"Chromatic Orb","flags":{"ddbimporter":{"id":136202,"definitionId":2312,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136202,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Chromatic Orb","sources":[{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"CGmfIL6l6AhuHBJq","img":"icons/magic/unholy/orb-beam-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065578,"modifiedTime":1671390065578,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"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.
","chat":"","unidentified":""},"source":"Strixhaven: A Curriculum of Chaos pg 38","activation":{"type":"reaction","cost":1,"condition":"which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Silvery Barbs","flags":{"ddbimporter":{"id":10075688,"definitionId":1239804,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":10075688,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silvery Barbs","sources":[{"sourceId":80,"pageNumber":38,"sourceType":1}],"tags":["Buff","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"mCQPudS0gwniLWE2","img":"icons/magic/control/energy-stream-link-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065580,"modifiedTime":1671390065580,"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Shield","flags":{"ddbimporter":{"id":138703,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138703,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"nUlqLzHOCUSodQgH","img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065583,"modifiedTime":1671390065583,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 150","activation":{"type":"reaction","cost":1,"condition":"which you take when you take acid, cold, fire, lightning, or thunder damage"},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"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":"Uses the damage type of the triggered attack: Acid, Cold, Fire, Lightning, or Poison.","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Absorb Elements","flags":{"ddbimporter":{"id":137860,"definitionId":2368,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137860,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Absorb Elements","sources":[{"sourceId":4,"pageNumber":150,"sourceType":1}],"tags":["Damage","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"OP9dDK0uTDM56D5K","img":"icons/magic/lightning/orb-ball-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065607,"modifiedTime":1671390065607,"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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136567,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136567,"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":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"wgqv5QcA5EeszBo9","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":"10.291","createdTime":1671390065610,"modifiedTime":1671390065610,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":10,"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":1,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier"},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Find Familiar","flags":{"ddbimporter":{"id":136790,"definitionId":2097,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136790,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Find Familiar","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":240,"sourceType":1}],"tags":["Summoning"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"6SOoCIVMO4KtlwbT","img":"icons/magic/nature/wolf-paw-glow-purple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065615,"modifiedTime":1671390065615,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the spell ends. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"nec","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Cause Fear","flags":{"ddbimporter":{"id":137944,"definitionId":14758,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137944,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Cause Fear","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"msA3cRwQkAuHmXyP","img":"icons/magic/control/fear-fright-monster-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065620,"modifiedTime":1671390065620,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration.
\nWhile the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
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":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a piece of cured leather"},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":138432,"definitionId":2172,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138432,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"oTrjHyQhkwGsKbez","img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065628,"modifiedTime":1671390065628,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight}, or if it can perceive illusions as false, as with @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{truesight}.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mirror Image","flags":{"ddbimporter":{"id":138497,"definitionId":2193,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138497,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mirror Image","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Deception","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"0dccyHd9KxY5EYeT","img":"icons/magic/control/debuff-energy-hold-levitate-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065634,"modifiedTime":1671390065634,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
\nThe target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
\nIf you or any of your companions damage the target, the spell ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true,"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil"},"materials":{"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Suggestion","flags":{"ddbimporter":{"id":138818,"definitionId":2269,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138818,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Suggestion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":279,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"8mhiEmlykhtW0zoP","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065653,"modifiedTime":1671390065653,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
\nThe target can use its action to examine the phantasm with an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
\nAn affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
","chat":"","unidentified":""},"source":"Player's Handbook pg 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a bit of fleece"},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Phantasmal Force","flags":{"ddbimporter":{"id":175444,"definitionId":2332,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":175444,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Phantasmal Force","sources":[{"sourceId":2,"pageNumber":264,"sourceType":1}],"tags":["Damage","Control","Deception"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"02jS30vKjUa8R2J2","img":"icons/magic/air/wind-vortex-swirl-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065657,"modifiedTime":1671390065657,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 155","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":3,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Enemies Abound","flags":{"ddbimporter":{"id":138089,"definitionId":14836,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138089,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Enemies Abound","sources":[{"sourceId":27,"pageNumber":155,"sourceType":1}],"tags":["Control","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"GDu9RmYFhSJ0l3LV","img":"icons/magic/control/fear-fright-monster-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065660,"modifiedTime":1671390065660,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Counterspell","flags":{"ddbimporter":{"id":136450,"definitionId":2051,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136450,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Counterspell","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":228,"sourceType":1}],"tags":["Negation"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"OWQkIymsKeqOWrTB","img":"icons/skills/melee/strike-blade-hooked-orange-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065662,"modifiedTime":1671390065662,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
\nWhen the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a shaving of licorice root"},"materials":{"value":"a shaving of licorice root","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Haste","flags":{"ddbimporter":{"id":138058,"definitionId":2138,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138058,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Haste","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"EvwZE5gPnCExEia8","img":"icons/magic/control/buff-flight-wings-runes-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065665,"modifiedTime":1671390065665,"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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny ball of bat guano and sulfur"},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball","flags":{"ddbimporter":{"id":136817,"definitionId":2102,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136817,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"tgoSWZV3cvcvbsJr","img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065668,"modifiedTime":1671390065668,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Charm Monster","flags":{"ddbimporter":{"id":137952,"definitionId":14763,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137952,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Charm Monster","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"fyHigIsenaWcOkRD","img":"icons/creatures/unholy/demon-winged-cyclops-drooling.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065677,"modifiedTime":1671390065677,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
\nd10 | \nBehavior | \n
---|---|
1 | \nThe creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | \n
2-6 | \nThe creature doesn't move or take actions this turn. | \n
7-8 | \nThe creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | \n
9-10 | \nThe creature can act and move normally. | \n
\n
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"three nut shells"},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Confusion","flags":{"ddbimporter":{"id":136260,"definitionId":2038,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136260,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Confusion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"XRAMbxLOQR11yEn7","img":"icons/magic/air/wind-tornado-cyclone-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065687,"modifiedTime":1671390065687,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
\nThe hound is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creatures and can see into the Ethereal Plane. It ignores illusions.
\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"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":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8[piercing]","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny silver whistle, a piece of bone, and a thread"},"materials":{"value":"a tiny silver whistle, a piece of bone, and a thread","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Faithful Hound","flags":{"ddbimporter":{"id":2769,"definitionId":2092,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":2769,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Faithful Hound","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"tags":["Damage","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"QRL6kOMWh5gvq9BV","img":"icons/magic/nature/wolf-paw-glow-large-purple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065691,"modifiedTime":1671390065691,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks made to listen.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 166","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[bludgeoning - Each creature in the sphere when it appears or that ends its turn there]","bludgeoning"],["4d6[lightning - On a ranged spell attack hit]","lightning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Storm Sphere","flags":{"ddbimporter":{"id":138251,"definitionId":2400,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138251,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Storm Sphere","sources":[{"sourceId":4,"pageNumber":166,"sourceType":1}],"tags":["Damage","Control","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"nQ0OeevjX9nd1t6z","img":"icons/commodities/gems/pearl-storm.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065706,"modifiedTime":1671390065706,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. While the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
\nAt Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Geas","flags":{"ddbimporter":{"id":137932,"definitionId":2120,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137932,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Geas","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":244,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"5vkiYTyExvOicvvx","img":"icons/magic/air/air-burst-spiral-large-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065709,"modifiedTime":1671390065709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
\nWhile the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
\nAt Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Dominate Person","flags":{"ddbimporter":{"id":136666,"definitionId":2078,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136666,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dominate Person","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":235,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"R2lkY1xIOq2hxnwF","img":"icons/magic/air/air-burst-spiral-large-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065713,"modifiedTime":1671390065713,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 167","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Synaptic Static","flags":{"ddbimporter":{"id":138259,"definitionId":14605,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138259,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Synaptic Static","sources":[{"sourceId":27,"pageNumber":167,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"pwLf8azQOGLMwQUK","img":"icons/magic/fire/explosion-fireball-medium-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065716,"modifiedTime":1671390065716,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
\nA target must make a Dexterity saving throw. The target takes 10d8 lightning 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 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d8[lightning]","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":6,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"},"materials":{"value":"a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Chain Lightning","flags":{"ddbimporter":{"id":136179,"definitionId":2024,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":6,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136179,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Chain Lightning","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"AiSfmiDd8abKmkUP","img":"icons/magic/lightning/bolt-forked-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065720,"modifiedTime":1671390065720,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Disguise Self","flags":{"ddbimporter":{"definitionId":2069,"entityTypeId":420821570,"dndbeyond":{"lookup":"classFeature","lookupName":"Kitsune Trickery","lookupId":72385,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false,"granted":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"6BpScRTRGjIm2v1A","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065723,"modifiedTime":1671390065723,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Disguise Self","flags":{"ddbimporter":{"id":9257,"definitionId":2069,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Kitsune Trickery","lookupId":72385,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9257,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"D1lZyhI8dgkGoks5","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065733,"modifiedTime":1671390065733,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
\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 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Produce Flame","flags":{"ddbimporter":{"id":9261,"definitionId":2217,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Kitsune-bi","lookupId":72386,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9261,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Produce Flame","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":269,"sourceType":1}],"tags":["Creation","Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"GpM9boFzGZr97k1e","img":"icons/magic/fire/explosion-fireball-medium-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065735,"modifiedTime":1671390065735,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}.
\nThe creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a caterpillar cocoon"},"materials":{"value":"a caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Polymorph","flags":{"ddbimporter":{"definitionId":2209,"entityTypeId":420821570,"dndbeyond":{"lookup":"classFeature","lookupName":"True Form","lookupId":72253,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false,"granted":true},"originalName":"Polymorph","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control","Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"POeklptN66HIkbOW","img":"icons/magic/control/energy-stream-link-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065744,"modifiedTime":1671390065744,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}.
\nThe creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a caterpillar cocoon"},"materials":{"value":"a caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Polymorph","flags":{"ddbimporter":{"id":9265,"definitionId":2209,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"True Form","lookupId":72253,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9265,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Polymorph","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control","Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"r6lUKeOh6rRmiyIa","img":"icons/magic/control/energy-stream-link-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065746,"modifiedTime":1671390065746,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Command","flags":{"ddbimporter":{"id":1305532,"definitionId":2032,"entityTypeId":420821570,"dndbeyond":{"lookup":"feat","lookupName":"Fey Touched (Intelligence)","lookupId":451357,"level":null,"ability":"int","mod":5,"dc":17,"overrideDC":false,"id":1305532,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Command","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":223,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"xNWBXum2PtaYhIda","img":"icons/magic/fire/explosion-fireball-small-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065751,"modifiedTime":1671390065751,"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":0,"max":1,"per":"lr","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":"atwill","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Misty Step","flags":{"ddbimporter":{"id":1305536,"definitionId":2195,"entityTypeId":420821570,"dndbeyond":{"lookup":"feat","lookupName":"Fey Touched (Intelligence)","lookupId":451357,"level":null,"ability":"int","mod":5,"dc":17,"overrideDC":false,"id":1305536,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Misty Step","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Teleportation"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"uRbxsCjMiXz0Ghv0","img":"icons/magic/control/debuff-energy-snare-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1671390065760,"modifiedTime":1675618507617,"lastModifiedBy":"6gY6X1TOa0Yl4ERp"}},{"name":"Background","type":"background","system":{"description":{"value":"You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild’s spell and learned a little about the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the mercurial tricksters that dwell there.
When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.
The Assassin Vine attacks with its Constrict.
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\nWhile the assassin vine remains motionless, it is indistinguishable from a normal plant.
The boneclaw makes two claw attacks.
\nMelee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
\nIf the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.
The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
\nWhile its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master.
While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.
In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
\nLhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
\nMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
\nMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
\nMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
\nEach creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence for the next 24 hours.
\nLhammaruntosz uses one of the following breath weapons.
\nLhammaruntosz exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
\nLhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
\nLhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice).
In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
\nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.
Lhammaruntosz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lhammaruntosz regains spent legendary actions at the start of her turn.
\nDetect. Lhammaruntosz makes a Wisdom (Perception) check.
\nTail Attack. Lhammaruntosz makes a tail attack.
\nWing Attack (Costs 2 Actions). Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed.
Lhammaruntosz makes a Wisdom (Perception) check.
Tail Attack. Lhammaruntosz makes a tail attack.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
\nLhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Lhammaruntosz can then fly up to half her flying speed.
Lhammaruntosz can breathe air and water.
If Lhammaruntosz fails a saving throw, she can choose to succeed instead.
Lhammaruntosz’s spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
1/day each: create food and water, detect thoughts, fog cloud, speak with animals
Lhammaruntosz regains 5 hit points at the start of her turn.
Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17; +9 to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): light, mage hand, mending
1st level (4 slots): charm person, detect magic, expeditious retreat, sleep
2nd level (3 slots): darkness, invisibility,suggestion
3rd level (3 slots): dispel magic, protection from energy
4th level (2 slots): dimension door, stoneskin
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
","chat":"","unidentified":""},"source":"PHB pg. 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667125482041,"modifiedTime":1667125517153,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"ZfDXQUC9yIartT19","name":"Detect Thoughts","type":"spell","img":"icons/magic/light/explosion-star-teal-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136574,"definitionId":2067,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Social","Detection"],"pack":"dnd5e.spells","originalItemName":"Detect Thoughts","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.ZlqM6gjr3mdcz5zJ"},"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":"For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
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At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
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","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":"1","per":"day","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667125593240,"modifiedTime":1667125606639,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"PaiWHLokQAR5aluB","name":"Light","type":"spell","img":"icons/magic/light/explosion-star-blue-yellow-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138400,"definitionId":2166,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Creation","Utility"],"pack":"dnd5e.spells","originalItemName":"Light","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.5gDDGgsqbaemipYG"}},"system":{"description":{"value":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667125619096,"modifiedTime":1667125619096,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"K3nNvNUYGvbrohsj","name":"Mage Hand","type":"spell","img":"icons/magic/water/water-hand.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138434,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Utility"],"pack":"dnd5e.spells","originalItemName":"Mage Hand","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.7mGvZs4ZIa00Ecxn"}},"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.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
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This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
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If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
","chat":"","unidentified":""},"source":"PHB pg. 254","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"An eyelash encased in gum arabic","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"sort":100001,"flags":{"core":{"sourceId":"Compendium.dnd5e.spells.1N8dDMMgZ1h1YJ3B"}},"img":"icons/magic/air/fog-gas-smoke-dense-gray.webp","effects":[],"folder":null,"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1661787234056,"modifiedTime":1667125702289,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"YZ04QDBKX0B5CgPF","name":"Suggestion","type":"spell","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138816,"definitionId":2269,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":279,"sourceType":1}],"tags":["Control","Social"],"pack":"dnd5e.spells","originalItemName":"Suggestion","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.iOEm9nUrfF2ynZ7g"}},"system":{"description":{"value":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
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Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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","chat":"","unidentified":""},"source":"PHB pg. 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667125741124,"modifiedTime":1667125741124,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"unciVsnCJWcSZ3rC","name":"Dimension Door","type":"spell","img":"icons/magic/air/air-burst-spiral-large-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136603,"definitionId":2068,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Teleportation"],"pack":"dnd5e.spells","originalItemName":"Dimension Door","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.p0Nb59g4nKv1162P"}},"system":{"description":{"value":"You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\"
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
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\nRanged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the gnome’s next turn.
\nThe gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost (see “Actions” below)
1st level (3 slots): detect magic, mage armor, magic missile (see “Actions” below), shield
Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.
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Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.
\nThe drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
\nThe drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
The drow’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard’s black tentacles, greater invisibility
5th level (2 slots): cloudkill
While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
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You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
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If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
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This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
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","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319687372,"modifiedTime":1670319687372,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"j8T3sI1uJgOjTK7C","name":"Ray of Frost","type":"spell","img":"icons/magic/light/beam-rays-blue-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138633,"definitionId":2226,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":271,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Ray of Frost","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.quS9JXDUxn6Xl4MM"}},"system":{"description":{"value":"A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"PHB pg. 271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319704654,"modifiedTime":1670319704654,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"a2NucPGWhsNd7zbU","name":"Magic Missile","type":"spell","img":"icons/magic/fire/projectile-meteor-salvo-light-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138444,"definitionId":2176,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":257,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Magic Missile","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.xQ2GCAy1oV7gU0iC"}},"system":{"description":{"value":"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
","chat":"","unidentified":""},"source":"PHB pg. 257","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":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + 1","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319728400,"modifiedTime":1670319728400,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"w8rAgDnokLGRvIB3","name":"Shield","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[{"_id":"6pbotGIvqQkraPva","flags":{},"changes":[{"key":"system.attributes.ac.bonus","value":"5","mode":2,"priority":null}],"disabled":true,"duration":{"startTime":null,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","label":"Shield","origin":"Item.FlLKKv7bQBlIAs11","tint":null,"transfer":true}],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138701,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"pack":"dnd5e.spells","originalItemName":"Shield","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.EPFaK4FruRSEbgcX"}},"system":{"description":{"value":"An 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":"PHB 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":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319738085,"modifiedTime":1670319738085,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"mqdUnnhiioT2sULj","name":"Witch Bolt","type":"spell","img":"icons/magic/lightning/bolt-forked-large-orange-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138953,"definitionId":2323,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":2,"pageNumber":289,"sourceType":1}],"tags":["Damage"]},"betterRolls5e":{"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true},"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":[true],"altValue":[true],"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}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-spells.nvOaIXEyOQVXV9Xo"}},"system":{"description":{"value":"A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
","chat":"A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
","unidentified":""},"source":"Player's Handbook pg 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12[lightning]","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a twig from a tree that has been struck by lightning"},"materials":{"value":"a twig from a tree that has been struck by lightning","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d12"}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319749125,"modifiedTime":1670319749125,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"K65RUtsj3TcYU6q8","name":"Alter Self","type":"spell","img":"icons/magic/control/debuff-energy-hold-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136028,"definitionId":1992,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":211,"sourceType":1}],"tags":["Shapechanging"],"pack":"dnd5e.spells","originalItemName":"Alter Self","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.XwK2UI9FaRTbueDM"}},"system":{"description":{"value":"You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
","chat":"","unidentified":""},"source":"PHB pg. 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319770909,"modifiedTime":1670319770909,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"SBNNZ8XRJ4L4cHiS","name":"Misty Step","type":"spell","img":"icons/magic/control/debuff-energy-snare-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138507,"definitionId":2195,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Teleportation"],"pack":"dnd5e.spells","originalItemName":"Misty Step","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.aWkFpQRCRYlNYObC"}},"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":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319793505,"modifiedTime":1670319793505,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"bYZQ45bJXtL3AqGp","name":"Web","type":"spell","img":"icons/magic/control/debuff-chains-ropes-net-white.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138944,"definitionId":2299,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":287,"sourceType":1}],"tags":["Control"],"pack":"dnd5e.spells","originalItemName":"Web","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.u4bpsVD01Sl2I6Pw"}},"system":{"description":{"value":"You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are difficult terrain and lightly obscure their area.
\nIf the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
\nEach creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.
\nA creature Restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.
\nThe webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
","chat":"","unidentified":""},"source":"PHB pg. 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"cube"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"2d4[fire]","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":2,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A bit of spiderweb","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319815029,"modifiedTime":1670319815029,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"aRiSrFZTLO2sDXBM","name":"Fly","type":"spell","img":"icons/magic/control/energy-stream-link-white.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":137868,"definitionId":2111,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":243,"sourceType":1}],"tags":["Movement"],"pack":"dnd5e.spells","originalItemName":"Fly","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.r9gANBR548WVVg4w"}},"system":{"description":{"value":"You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
","chat":"","unidentified":""},"source":"PHB pg. 243","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A wing feather from any bird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670319823251,"modifiedTime":1670319823251,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"9zLXmUKKyAIxY2FS","name":"Lightning Bolt","type":"spell","img":"icons/magic/lightning/bolt-forked-large-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138405,"definitionId":2167,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Lightning Bolt","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.OEhnwLiqbt0V5EXx"}},"system":{"description":{"value":"A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
You or a creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person.
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When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
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{"name":"Favora Corehoarder","type":"npc","img":"ddb-images/other/Bilder%20Grau/Dumanthoin%27s%20Gulch/Favora%20Corehoarder.png","items":[{"_id":"bndaCEOeIP8RgbU1","name":"Chain Shirt","type":"equipment","img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","effects":[],"folder":null,"sort":500001,"flags":{},"system":{"description":{"value":"Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attunement":0,"equipped":true,"rarity":"common","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":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"J12x6xIwx1aCEm1e","name":"Spellcasting","type":"feat","img":"icons/magic/light/beam-rays-magenta-large.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
\nCantrips (at will): light, sacred flame, thaumaturgy
\n1st level (4 slots): cure wounds, guiding bolt, sanctuary
\n2nd level (3 slots): lesser restoration, spiritual weapon
\n3rd level (2 slots): dispel magic, spirit guardians
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\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IuZhkaFDV6WSInX2","name":"Guiding Bolt","type":"spell","img":"icons/magic/lightning/bolt-strike-beam-purple.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
\nHigher 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":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"v6PLMmOtGJLqMa0M","name":"Sanctuary","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.
\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
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","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Rj6fh9Sg59QTCHkm","name":"Spiritual Weapon","type":"spell","img":"icons/magic/control/hypnosis-mesmerism-watch.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
\nHigher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"B7ua27ZJHMU3u4s8","name":"Dispel Magic","type":"spell","img":"icons/magic/unholy/strike-beam-blood-red-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
\nHigher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
","chat":"","unidentified":""},"source":"PHB pg. 234","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":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"YTklaGLgraq2WiH0","name":"Spirit Guardians","type":"spell","img":"icons/magic/defensive/shield-barrier-blades-teal.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra radiant damage to a target on a hit.
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The Berserker attacks with their Greataxe.
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{"_id":"JxoH2q7xEDOD3FDS","name":"Halia Thornton","type":"npc","img":"ddb-images/other/Bilder%20Grau/Aid%20from%20Phandalin/Halia%20Thornton.png","items":[{"name":"Multiattack","type":"feat","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Multiattack.","fullName":"Multiattack."}},"img":"icons/skills/melee/strike-weapons-orange.webp","_id":"gox7v9zgh0w18v6m","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"The thief makes three attacks with its shortsword.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
\nRanged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nOn each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.
The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
\nThe swashbuckler makes three attacks: one with a dagger and two with its rapier.
\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Claugiyliamatar can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
\nMelee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
\nMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
\nMelee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
\nEach creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
\nThe dragon exhales poisonous gas in a 90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
\nThe forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.
Claugiyliamatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
\nDetect. The dragon makes a Wisdom (Perception) check.
\nTail Attack. The dragon makes a tail attack.
\nWing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
\nThe dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Claugiyliamatar can breathe air and water.
If Claugiyliamatar fails a saving throw, it can choose to succeed instead.
Claugiyliamatar’s spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no material components:
1/day each: invisibility, legend lore, protection from energy, true seeing
Claugiyliamatar is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18; +10 to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle, speak with animals
2nd level (3 slots): animal messenger, pass without trace
3rd level (3 slots): dispel magic, plant growth
4th level (2 slots): blight, locate creature, stoneskin
Whispering to the spirits of Nature, you create one of the following Effects within range:
\nThis 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.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
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The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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A creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured Plants wilt away.
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When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
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Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
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If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
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The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
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\nA small wooded region near Westbridge hides many old dwarven ruins and the extensive underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She earned her nickname from her habit of gnawing on old kills, and is often seen with a mangled corpse hanging from her mouth. Other dragons rarely remain in Kryptgarden Forest for long, because Claugiyliamatar drives them out.
\nClaugiyliamatar rarely meddles in the affairs of small folk. Even so, her collection of crystal balls allows her to stay abreast of events happening in the world.
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","chat":"","unidentified":""},"source":"","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":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"A4OySWt5j3QXyAPW","name":"Innate Spellcasting","type":"feat","img":"icons/magic/unholy/orb-smoking-green.webp","effects":[],"folder":null,"sort":300001,"flags":{},"system":{"description":{"value":"The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
\nAt will: dancing lights
\n1/day each: darkness, faerie fire
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\nIf the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
\nIf any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
","chat":"","unidentified":""},"source":"PHB pg. 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":"space"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A bit of phosphorus or wychwood, or a glowworm","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Up2YzkDn0uBKQj6K","name":"Sunlight Sensitivity","type":"feat","img":"icons/magic/nature/root-vine-thorned-fire-purple.webp","effects":[],"folder":null,"sort":400001,"flags":{},"system":{"description":{"value":"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
","chat":"","unidentified":""},"source":"","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":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"G2nFsJdp1Q3gshyr","name":"Shortsword","type":"weapon","img":"icons/weapons/swords/shortsword-guard-gold.webp","effects":[],"folder":null,"sort":500001,"flags":{},"system":{"description":{"value":"Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The Drow attacks with its Shortsword.
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The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
The Drow attacks with its Hand Crossbow. The target must make a Constitution saving throw.
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\n
- a subterranean guide.
Drow were once the very same elves of the woods and cities we are more commonly aware of; however, a schism within the belief structures of various elvish factions forced a sect of elvenkind to flee below the surface of the world and take refuge within the massive subterranean caverns they found there. Within the caves their skin darkened to a deep pitch black and their hair faded to shades of white and silver. These elves, thin and regal in posture, became known as simply the Drow. As centuries passed beneath the world's crust, the Drow adapted to their new surroundings in notable ways.
\nYou Think the Darkness is your Ally? The Drow's elven eyes, once adapted to see for miles in the bright sunlight, grew pale without the nourishment of the light and transformed into orbs keen at seeing anything within the pitch darkness of the underground. Drow have also learned to use the darkness to their advantage and may even creep to the surface world under the cover of night's shadows to carry out raids upon villages nearby. This adaptation has not come without cost, however, as the Drow's skin and eyes can no longer stand the burning sun. This forces the dark elves to utilize the night or sufficiently cover themselves to avoid the sun's glare. Drow do still retain some of their elvish arcane abilities as they may not be charmed or forced to sleep by spellwork. Many Drow females (as Drows exist in a matriarchy) are also skilled sorcerers and priestesses who primarily choose to side with gods on the more sinister side of the pantheon. Other clever Drow have worked out methods of distilling certain poisons from underground mushrooms and creatures who lurk upon the cavern walls. These toxins are well known amongst connoisseurs of poisons for both their availability as well as their legendary potency. It is not uncommon for all soldiers in a Drow army to be equipped with at least one vial of potent poison.
\nMelee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
\nThe apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shield
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.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
","chat":"","unidentified":""},"source":"PHB 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":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Q0sHuZ59vTDqkKhr","name":"Mending","type":"spell","img":"icons/magic/air/wind-stream-purple-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138475,"definitionId":2187,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":259,"sourceType":1}],"tags":["Utility"],"pack":"dnd5e.spells","originalItemName":"Mending","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.Qa7P4jkGMqioCoGO"}},"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.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
","chat":"","unidentified":""},"source":"","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"Two lodestones","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Zj1NYeGR6j3pM4YX","name":"Prestidigitation","type":"spell","img":"icons/magic/fire/explosion-fireball-small-purple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138586,"definitionId":2213,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":267,"sourceType":1}],"tags":["Utility"],"pack":"dnd5e.spells","originalItemName":"Prestidigitation","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.iUs3AxsASwfqwQj2"}},"system":{"description":{"value":"This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
\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":"PHB pg. 267","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"plNidYwphu7JTTpC","name":"Burning Hands","type":"spell","img":"icons/magic/air/fog-gas-smoke-dense-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136168,"definitionId":2021,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":220,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Burning Hands","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.agH3J0ATFoHOKhC4"}},"system":{"description":{"value":"As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At 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":"PHB pg. 220","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"kqIQPfMPuon0qWoK","name":"Disguise Self","type":"spell","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136608,"definitionId":2069,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"pack":"dnd5e.spells","originalItemName":"Disguise Self","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.hkN0Rr31XRWfHJ4p"}},"system":{"description":{"value":"You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
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\nMelee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
\nThe snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
\nThe flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.
\nThe snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:
If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
No additional effect.
The snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.
\nThe water weird is invisible while fully immersed in water.
The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain. Invisible while immersed in water, its serpentine shape becomes clear only when it emerges to attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.
\nGood and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site, becoming neutral good or neutral evil.
\nA neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a purify food and drink spell.
\nElemental Nature. A water weird doesn’t require air, food, drink, or sleep.
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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":"OFSfornZAZKntzPl","name":"Dynamite (Stick)","type":"consumable","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":800000,"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}},"quickAttack":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}}},"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}},"system":{"description":{"value":"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.
","chat":"","unidentified":""},"source":"","quantity":7,"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":"abil","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":12,"scaling":"flat"},"consumableType":"ammo"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152858819,"modifiedTime":1668976893261,"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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\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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\nWhen the spell ends, the conjured Plants wilt away.
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\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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\nA veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
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\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
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\nYou can end the spell early by using either of the following special functions.
\nBreak Enchantment. As your action, you touch a creature you can reach that is Charmed, Frightened, or possessed by a Celestial, an elemental, a fey, a fiend, or an Undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
\nDismissal. As your action, make a melee spell Attack against a Celestial, an elemental, a fey, a fiend, or an Undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
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\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
\nWhen the spell ends, the conjured Plants wilt away.
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If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes extra piercing damage. If the target is a creature, it must make a Strength saving throw or be knocked prone.
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\nAt will: detect evil and good, druidcraft, pass without trace
\n1/day each: calm emotions, dispel evil and good, entangle
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","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"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"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"hyiKyfKiplfTQ0ZX","name":"Magic Weapons","type":"feat","img":"icons/skills/melee/weapons-crossed-swords-teal.webp","effects":[],"folder":null,"sort":1700001,"flags":{},"system":{"description":{"value":"The unicorn's weapon attacks are magical.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"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"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vnAmgF7ZkpmDIJSc","name":"Multiattack","type":"feat","img":"icons/skills/melee/strike-weapons-orange.webp","effects":[],"folder":null,"sort":1800001,"flags":{},"system":{"description":{"value":"The unicorn makes two attacks: one with its hooves and one with its horn.
","chat":"","unidentified":""},"source":"","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":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","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}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"f7m44y4TqYYcunMj","name":"Hooves","type":"weapon","img":"icons/commodities/bones/hooves-cloven-brown.webp","effects":[],"folder":null,"sort":1900001,"flags":{},"system":{"description":{"value":"Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
The Unicorn attacks with its Hooves.
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The Unicorn attacks with its Horn.
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\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
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","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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136567,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136567,"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":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/magic/light/explosion-star-blue.webp","effects":[],"_id":"jmDTLlF5wSs5P5LF","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154749,"modifiedTime":1671381154749,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":10,"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":1,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier"},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Find Familiar","flags":{"ddbimporter":{"id":136790,"definitionId":2097,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136790,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Find Familiar","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":240,"sourceType":1}],"tags":["Summoning"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/magic/nature/wolf-paw-glow-purple-teal.webp","effects":[],"_id":"TdhP8SKIU769uWgJ","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154752,"modifiedTime":1671381154752,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the spell ends. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"nec","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Cause Fear","flags":{"ddbimporter":{"id":137944,"definitionId":14758,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137944,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Cause Fear","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Debuff"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/magic/control/fear-fright-monster-green.webp","effects":[],"_id":"C55oa04PL5iULNRD","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154756,"modifiedTime":1671381154756,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight}, or if it can perceive illusions as false, as with @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{truesight}.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mirror Image","flags":{"ddbimporter":{"id":138497,"definitionId":2193,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138497,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mirror Image","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Deception","Warding"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/magic/control/debuff-energy-hold-levitate-pink.webp","effects":[],"_id":"Bv5dh2zMsPIlDI81","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154759,"modifiedTime":1671381154759,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
\nThe target can use its action to examine the phantasm with an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
\nAn affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
","chat":"","unidentified":""},"source":"Player's Handbook pg 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a bit of fleece"},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Phantasmal Force","flags":{"ddbimporter":{"id":175444,"definitionId":2332,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":175444,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Phantasmal Force","sources":[{"sourceId":2,"pageNumber":264,"sourceType":1}],"tags":["Damage","Control","Deception"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/magic/air/wind-vortex-swirl-blue.webp","effects":[],"_id":"NT5qDnLfSnPFiPMg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154762,"modifiedTime":1671381154762,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Counterspell","flags":{"ddbimporter":{"id":136450,"definitionId":2051,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136450,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Counterspell","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":228,"sourceType":1}],"tags":["Negation"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/skills/melee/strike-blade-hooked-orange-blue.webp","effects":[],"_id":"2r6vDDuPO80t1C5c","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154765,"modifiedTime":1671381154765,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
\nWhen the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a shaving of licorice root"},"materials":{"value":"a shaving of licorice root","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Haste","flags":{"ddbimporter":{"id":138058,"definitionId":2138,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138058,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Haste","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/magic/control/buff-flight-wings-runes-purple.webp","effects":[],"_id":"wCQJnF9reSFTkw3Q","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154767,"modifiedTime":1671381154767,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
\nThe hound is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creatures and can see into the Ethereal Plane. It ignores illusions.
\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"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":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8[piercing]","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny silver whistle, a piece of bone, and a thread"},"materials":{"value":"a tiny silver whistle, a piece of bone, and a thread","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Faithful Hound","flags":{"ddbimporter":{"id":2769,"definitionId":2092,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":2769,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Faithful Hound","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"tags":["Damage","Warding"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/magic/nature/wolf-paw-glow-large-purple-teal.webp","effects":[],"_id":"XjFP6pU6QXh0mIoH","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154769,"modifiedTime":1671381154769,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks made to listen.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 166","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[bludgeoning - Each creature in the sphere when it appears or that ends its turn there]","bludgeoning"],["4d6[lightning - On a ranged spell attack hit]","lightning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Storm Sphere","flags":{"ddbimporter":{"id":138251,"definitionId":2400,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138251,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Storm Sphere","sources":[{"sourceId":4,"pageNumber":166,"sourceType":1}],"tags":["Damage","Control","Debuff"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"img":"icons/commodities/gems/pearl-storm.webp","effects":[],"_id":"nj2DX6gWhh0up5qk","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154775,"modifiedTime":1671381154775,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"School of Enchantment","type":"subclass","system":{"description":{"value":"As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
@Compendium[world.ddb-graus-dnd-class-features.CJYLG9Sj5yiBA3v4]{Enchantment Savant}
\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
\n\n@Compendium[world.ddb-graus-dnd-class-features.u77pQXlJcp4OYH3O]{Hypnotic Gaze}
\nStarting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the end of your next turn. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature’s speed drops to 0, and the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} and visibly dazed.
\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jfVsb28B4D3QT3UR]{Instinctive Charm}
\nBeginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect.
\n\n@Compendium[world.ddb-graus-dnd-class-features.lIlbSSQdEzdvb0yv]{Split Enchantment}
\nStarting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Fffb9fote0uaqEzj]{Alter Memories}
\nAt 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}.
\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
\n\n","chat":"","unidentified":""},"source":"","identifier":"school-of-enchantment","classIdentifier":"wizard","advancement":[{"_id":"qs46Tm8soPCYZgkN","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.CJYLG9Sj5yiBA3v4","Compendium.world.ddb-graus-dnd-class-features.u77pQXlJcp4OYH3O"]},"value":{},"level":2,"title":"Features","icon":"","classRestriction":""},{"_id":"sGjP0h6wfucd9pnc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.jfVsb28B4D3QT3UR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"Tgedl2VoymjfcvsP","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.lIlbSSQdEzdvb0yv"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"bWoMcObE9fBkzyVQ","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.Fffb9fote0uaqEzj"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":118068730,"id":53,"type":"class","importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"class","text":"School of Enchantment"}}},"_id":"QqitqcbgeOY1kcKz","img":"icons/magic/lightning/bolt-strike-explosion-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381154972,"modifiedTime":1671381154972,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Wizard","type":"class","system":{"description":{"value":"A scholarly magic-user capable of manipulating the structures of reality
\nHit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom
Hit Points
\nHit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
@Compendium[world.ddb-graus-dnd-class-features.DNSPcFMeI2rTkRl7]{Additional Wizard Spells}
\n1st-level wizard feature
\nThe spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and 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.
\nLevel | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.) | \n
1st | \nTasha’s caustic brew * (evoc.) | \n
2nd | \nAugury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.) | \n
3rd | \nIntellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.) | \n
4th | \nDivination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.) | \n
6th | \nSummon fiend * (conj.), Tasha’s otherworldly guise * (trans.) | \n
7th | \nDream of the blue veil * (conj.) | \n
9th | \nBlade of disaster * (conj.) | \n
Proficiencies
\nArmor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.p5IgDpm1q5sHxHwq]{Spellcasting}
\nAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
\nThe Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier
\nSpell attack modifier = your proficiency bonus + your Intelligence modifier
\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
\n\n\n\n \n \n \n \n \n \n \n \n
Arcane Recovery
\nYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
\n\nArcane Tradition
\nWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.
\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.cjviJlKSLIGbUM1p]{Cantrip Formulas}
\n3rd-level wizard feature
\nYou have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
\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\nSpell Mastery
\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
\n\nSignature Spells
\nWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nAbility Score Increase
\nYour Charisma score increases by 2 and your Dexterity scrore increases by 1.
Age
\nKitsune reach physical maturity at about the same age as humans and can live up to 800 years.
\n\nAlignment
\nKitsune love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
\n\nSize
\nKitsune range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nKeen Senses
\nYou have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.
\n\nTrue Form
\nA Kitsune can turn into a fox, you know the spell Polymorph but can only transform into a fox once.
\n\nLanguages
\nYou can speak, read, and write Common and Sylvan.
\n\nKitsune Trickery
\nOnce you reach 3rd level you can use the spell Disguise Self to hide your Kitsune heritage once.
\n\nKitsune-bi
\nAt 1st level you are able to use the Cantrip Produce Flame with the exception that your flame is blue.
\n\n","chat":"","unidentified":""},"source":null,"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":8595,"version":"3.2.7","sourceId":-1,"baseName":"Kitsune","moreDetailsUrl":"/races/8595-kitsune","baseRaceId":8595,"baseRaceName":"Kitsune","fullName":"Kitsune","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/162/247/636543904490946626.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/162/246/636543904487826633.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/symbols/runes-star-pentagon-blue.webp","_id":"uByksC5uncfwKMwt","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155179,"modifiedTime":1671381155179,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age","type":"feat","system":{"description":{"value":"Kitsune reach physical maturity at about the same age as humans and can live up to 800 years.
","chat":"","unidentified":""},"source":null,"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":72246,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"race"}}},"_id":"uQg3oFiCdnZ6YEyc","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155180,"modifiedTime":1671381155180,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Alignment","type":"feat","system":{"description":{"value":"Kitsune love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
","chat":"","unidentified":""},"source":null,"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":72247,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":3},"importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"race"}}},"_id":"RYrMZcoIim22788u","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155182,"modifiedTime":1671381155182,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.
","chat":"","unidentified":""},"source":null,"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":72251,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"race"}}},"_id":"dThhMFiyKshqZzkG","img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155186,"modifiedTime":1671381155186,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"True Form","type":"feat","system":{"description":{"value":"You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You still need 8 hours for a long rest.\n\n
A Kitsune can turn into a fox, you know the spell Polymorph but can only transform into a fox once.
\n \nOnce you reach 3rd level you can use the spell Disguise Self to hide your Kitsune heritage once.
","chat":"","unidentified":""},"source":null,"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":72385,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"race"}}},"_id":"fZGO5ebyCSvO2ztQ","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155189,"modifiedTime":1671381155189,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Kitsune-bi","type":"feat","system":{"description":{"value":"At 1st level you are able to use the Cantrip Produce Flame with the exception that your flame is blue.
","chat":"","unidentified":""},"source":null,"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":72386,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":10},"importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"race"}}},"_id":"rpLmcuqS3Rb16bWA","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155191,"modifiedTime":1671381155191,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Additional Wizard Spells","type":"feat","system":{"description":{"value":"Your Wizard has additional spells available to them, as designated in Tasha's Cauldron of Everything.\n\n
1st-level wizard feature
\nThe spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and 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.
\nLevel | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.) | \n
1st | \nTasha’s caustic brew * (evoc.) | \n
2nd | \nAugury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.) | \n
3rd | \nIntellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.) | \n
4th | \nDivination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.) | \n
6th | \nSummon fiend * (conj.), Tasha’s otherworldly guise * (trans.) | \n
7th | \nDream of the blue veil * (conj.) | \n
9th | \nBlade of disaster * (conj.) | \n
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
\nThe Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier
\nSpell attack modifier = your proficiency bonus + your Intelligence modifier
\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
\n\n","chat":"","unidentified":""},"source":"Wizard","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":410,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard"},"class":"Wizard","subclass":"School of Enchantment","importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"3ap6sCUlAGbaXdlS","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":"10.291","createdTime":1671381155206,"modifiedTime":1671381155206,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Arcane Tradition","type":"feat","system":{"description":{"value":" \n \n \n \n \n \n \n \n
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.
\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Wizard","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":412,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard"},"class":"Wizard","subclass":"School of Enchantment","importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"sIrn93fmquRCELmF","img":"icons/magic/water/orb-ice-glow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155208,"modifiedTime":1671381155208,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Enchantment Savant","type":"feat","system":{"description":{"value":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
","chat":"","unidentified":""},"source":"Wizard : School of Enchantment","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":430,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard : School of Enchantment"},"class":"Wizard","subclass":"School of Enchantment","importId":"Ko4aDBJRdkTQ5nL4"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"dl0ME7rgjP3L2wlq","img":"icons/sundries/scrolls/scroll-runed-brown-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155209,"modifiedTime":1671381155209,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fey Touched (Intelligence): Command","type":"feat","system":{"description":{"value":"You learn the misty step spell and one 1st-level divination/enchantment spell of your choice and can cast each of these spells without expending a spell slot, recharging on a long rest.\nYou can also cast these spells using spell slots you have of the appropriate level.You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
\n\n
Your exposure to the Feywild’s magic has changed you, granting you the following benefits:
\nYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
\n \nYou grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild’s spell and learned a little about the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the mercurial tricksters that dwell there.
When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
\n
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
\n \n\n
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the end of your next turn. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature’s speed drops to 0, and the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} and visibly dazed.
\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
\n \n\n
3rd-level wizard feature
\nYou have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
\n \n\n
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect.
\n \n\n
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
\n \nYou point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 169","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic - The die type becomes a d12 if the target is missing any of its hit points.]","necrotic"]],"versatile":"1d12"},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"name":"Toll the Dead","flags":{"ddbimporter":{"id":138276,"definitionId":14615,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138276,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Toll the Dead","sources":[{"sourceId":27,"pageNumber":169,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"VZH1tmmXUuYv6kMz","img":"icons/magic/death/skull-humanoid-worn-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155247,"modifiedTime":1671381155247,"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":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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138436,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138436,"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":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"HbiCPQVUfvHG91nF","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":"10.291","createdTime":1671381155249,"modifiedTime":1671381155249,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
\nThis spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 108","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":0,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d6"}},"name":"Mind Sliver","flags":{"ddbimporter":{"id":5833522,"definitionId":718568,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":5833522,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mind Sliver","sources":[{"sourceId":67,"pageNumber":108,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"Obk3UBQcCwkGVU8M","img":"icons/magic/light/beam-rays-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155252,"modifiedTime":1671381155252,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the spell ends or until you or your companions do anything harmful to it. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Charm Person","flags":{"ddbimporter":{"id":136197,"definitionId":2025,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136197,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Charm Person","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"JOM91ZNeTzYCr1AU","img":"icons/magic/fire/explosion-fireball-medium-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155254,"modifiedTime":1671381155254,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"Choose from Acid, Cold, Fire, Lightning, Poison, Thunder, or Acid","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a diamond worth at least 50 gp"},"materials":{"value":"a diamond worth at least 50 gp","consumed":false,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"name":"Chromatic Orb","flags":{"ddbimporter":{"id":136202,"definitionId":2312,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136202,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Chromatic Orb","sources":[{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"CGmfIL6l6AhuHBJq","img":"icons/magic/unholy/orb-beam-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155256,"modifiedTime":1671381155256,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"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.
","chat":"","unidentified":""},"source":"Strixhaven: A Curriculum of Chaos pg 38","activation":{"type":"reaction","cost":1,"condition":"which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Silvery Barbs","flags":{"ddbimporter":{"id":10075688,"definitionId":1239804,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":10075688,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silvery Barbs","sources":[{"sourceId":80,"pageNumber":38,"sourceType":1}],"tags":["Buff","Debuff"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"mCQPudS0gwniLWE2","img":"icons/magic/control/energy-stream-link-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155258,"modifiedTime":1671381155258,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration.
\nWhile the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
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":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a piece of cured leather"},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":138432,"definitionId":2172,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138432,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"oTrjHyQhkwGsKbez","img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155262,"modifiedTime":1671381155262,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
\nThe target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
\nIf you or any of your companions damage the target, the spell ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true,"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil"},"materials":{"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Suggestion","flags":{"ddbimporter":{"id":138818,"definitionId":2269,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138818,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Suggestion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":279,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"8mhiEmlykhtW0zoP","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155264,"modifiedTime":1671381155264,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 155","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":3,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Enemies Abound","flags":{"ddbimporter":{"id":138089,"definitionId":14836,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138089,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Enemies Abound","sources":[{"sourceId":27,"pageNumber":155,"sourceType":1}],"tags":["Control","Debuff"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"GDu9RmYFhSJ0l3LV","img":"icons/magic/control/fear-fright-monster-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155266,"modifiedTime":1671381155266,"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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny ball of bat guano and sulfur"},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball","flags":{"ddbimporter":{"id":136817,"definitionId":2102,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136817,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"tgoSWZV3cvcvbsJr","img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155268,"modifiedTime":1671381155268,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Charm Monster","flags":{"ddbimporter":{"id":137952,"definitionId":14763,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137952,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Charm Monster","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"fyHigIsenaWcOkRD","img":"icons/creatures/unholy/demon-winged-cyclops-drooling.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155271,"modifiedTime":1671381155271,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
\nd10 | \nBehavior | \n
---|---|
1 | \nThe creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | \n
2-6 | \nThe creature doesn't move or take actions this turn. | \n
7-8 | \nThe creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | \n
9-10 | \nThe creature can act and move normally. | \n
\n
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"three nut shells"},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Confusion","flags":{"ddbimporter":{"id":136260,"definitionId":2038,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136260,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Confusion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"XRAMbxLOQR11yEn7","img":"icons/magic/air/wind-tornado-cyclone-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155275,"modifiedTime":1671381155275,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. While the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
\nAt Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Geas","flags":{"ddbimporter":{"id":137932,"definitionId":2120,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137932,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Geas","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":244,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"5vkiYTyExvOicvvx","img":"icons/magic/air/air-burst-spiral-large-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155277,"modifiedTime":1671381155277,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
\nWhile the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
\nAt Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Dominate Person","flags":{"ddbimporter":{"id":136666,"definitionId":2078,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136666,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dominate Person","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":235,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"R2lkY1xIOq2hxnwF","img":"icons/magic/air/air-burst-spiral-large-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155280,"modifiedTime":1671381155280,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 167","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Synaptic Static","flags":{"ddbimporter":{"id":138259,"definitionId":14605,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138259,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Synaptic Static","sources":[{"sourceId":27,"pageNumber":167,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"pwLf8azQOGLMwQUK","img":"icons/magic/fire/explosion-fireball-medium-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155282,"modifiedTime":1671381155282,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
\nA target must make a Dexterity saving throw. The target takes 10d8 lightning 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 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d8[lightning]","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":6,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"},"materials":{"value":"a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Chain Lightning","flags":{"ddbimporter":{"id":136179,"definitionId":2024,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":11,"characterClassId":118068730,"spellLevel":6,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136179,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Chain Lightning","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"AiSfmiDd8abKmkUP","img":"icons/magic/lightning/bolt-forked-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155284,"modifiedTime":1671381155284,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Disguise Self","flags":{"ddbimporter":{"definitionId":2069,"entityTypeId":420821570,"dndbeyond":{"lookup":"classFeature","lookupName":"Kitsune Trickery","lookupId":72385,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false,"granted":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"}},"_id":"6BpScRTRGjIm2v1A","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155286,"modifiedTime":1671381155286,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Disguise Self","flags":{"ddbimporter":{"id":9257,"definitionId":2069,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Kitsune Trickery","lookupId":72385,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9257,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"}},"_id":"D1lZyhI8dgkGoks5","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155288,"modifiedTime":1671381155288,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
\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 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Produce Flame","flags":{"ddbimporter":{"id":9261,"definitionId":2217,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Kitsune-bi","lookupId":72386,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9261,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Produce Flame","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":269,"sourceType":1}],"tags":["Creation","Damage"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"}},"_id":"GpM9boFzGZr97k1e","img":"icons/magic/fire/explosion-fireball-medium-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155290,"modifiedTime":1671381155290,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}.
\nThe creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a caterpillar cocoon"},"materials":{"value":"a caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Polymorph","flags":{"ddbimporter":{"definitionId":2209,"entityTypeId":420821570,"dndbeyond":{"lookup":"classFeature","lookupName":"True Form","lookupId":72253,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false,"granted":true},"originalName":"Polymorph","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control","Shapechanging"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"}},"_id":"POeklptN66HIkbOW","img":"icons/magic/control/energy-stream-link-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155292,"modifiedTime":1671381155292,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}.
\nThe creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a caterpillar cocoon"},"materials":{"value":"a caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Polymorph","flags":{"ddbimporter":{"id":9265,"definitionId":2209,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"True Form","lookupId":72253,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9265,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Polymorph","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control","Shapechanging"],"version":"3.2.7","importId":"Ko4aDBJRdkTQ5nL4"}},"_id":"r6lUKeOh6rRmiyIa","img":"icons/magic/control/energy-stream-link-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381155294,"modifiedTime":1671381155294,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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1st level (3 slots): detect magic, mage armor, magic missile (see “Actions” below), shield
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
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","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":5,"price":10,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"calligrapher","ability":"int","chatFlavor":"","proficient":1,"bonus":"","damage":{"parts":[]}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"oKXQz0dnrnbYHp8y","name":"Merchant's Scale","type":"loot","img":"icons/commodities/currency/coins-assorted-mix-silver.webp","effects":[],"folder":null,"sort":4600000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.vJvb6fx3JVPmhG8x"}},"system":{"description":{"value":"A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":5,"attunement":0,"equipped":false,"rarity":"common","identified":true,"damage":{"parts":[]}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"mCirYwVkJg84T1jb","name":"Spellbook","type":"loot","img":"icons/sundries/books/book-embossed-jewel-gold-purple.webp","effects":[],"folder":null,"sort":4600000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.LBajgahniRJbAgDr"}},"system":{"description":{"value":"1st level: burning hands,* mage armor, magic missile*
\n2nd level: mirror image, misty step, shatter*
\n3rd level: counterspell, fireball,* lightning bolt*
\n4th level: ice storm,* stoneskin
\n5th level: Bigby’s hand,* cone of cold*
\n6th level: chain lightning,* wall of ice*
\n","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":3,"price":50,"attunement":0,"equipped":false,"rarity":"common","identified":true,"damage":{"parts":[]},"details":{"description":"
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
\nThe spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
\nCopying a Spell into the Book
\nWhen you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
\nReplacing the Book
\nYou can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
\nIf you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"SbU7tMMqMOwlRqHT","name":"College of Eloquence","type":"subclass","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"subclassDefinitionId":88315100,"id":485546,"importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"College of Eloquence"}}},"system":{"description":{"value":"Adherents of the College of Eloquence master the art of oratory. @Compendium[dnd5e.rules.Using Each Ability]{Persuasion} is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
@Compendium[world.ddb-graus-dnd-class-features.2d5O7jDc7AyZkVc3]{Silver Tongue}
\n3rd-level College of Eloquence feature
\nYou are a master at saying the right thing at the right time. When you make a Charisma (@Compendium[dnd5e.rules.Using Each Ability]{Persuasion}) or Charisma (@Compendium[dnd5e.rules.Using Each Ability]{Deception}) check, you can treat a d20 roll of 9 or lower as a 10.
\n\n@Compendium[world.ddb-graus-dnd-class-features.80xQ7ZE6Thzf6iv4]{Unsettling Words}
\n3rd-level College of Eloquence feature
\nYou can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Kor3WfzD5cJ9DMI9]{Unfailing Inspiration}
\n6th-level College of Eloquence feature
\nYour inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
\n\n@Compendium[world.ddb-graus-dnd-class-features.MeoS0HKrDBJ5hjA6]{Universal Speech}
\n6th-level College of Eloquence feature
\nYou have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
\nOnce you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.48wG4xnxs0n2yFCI]{Infectious Inspiration}
\n14th-level College of Eloquence feature
\nWhen you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.
\nYou can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
\n\n","chat":"","unidentified":""},"source":"","identifier":"college-of-eloquence","classIdentifier":"bard","advancement":[{"_id":"h2iua42k61qcdsq3","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"unsettling-words","type":"dice","scale":{"1":{"n":1,"die":6},"5":{"n":1,"die":8},"10":{"n":1,"die":10},"15":{"n":1,"die":12}}},"value":{},"title":"Unsettling Words","icon":""},{"_id":"c5amwemvzytga6d4","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.2d5O7jDc7AyZkVc3","Compendium.world.ddb-graus-dnd-class-features.80xQ7ZE6Thzf6iv4"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"yicpqux5vvfzmeg0","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.Kor3WfzD5cJ9DMI9","Compendium.world.ddb-graus-dnd-class-features.MeoS0HKrDBJ5hjA6"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"bphbynv9rg9rnh27","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.48wG4xnxs0n2yFCI"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"D4QtQ4gizYmvKrZ6","name":"Bard","type":"class","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":88315100,"definitionId":1,"entityTypeId":1446578651,"spellSlotDivisor":1,"spellCastingAbility":"cha","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"An inspiring magician whose power echoes the music of creation
\nHit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma
Hit Points
\nHit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
@Compendium[world.ddb-graus-dnd-class-features.oej0TzLHYlcyHZXF]{Additional Bard Spells}
\n1st-level bard feature
The spells in the following list expand the bard 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
---|---|
1st | \nColor spray, Command | \n
2nd | \nAid, Enlarge/reduce, Mirror image | \n
3rd | \nIntellect fortress *, Mass healing word, Slow | \n
4th | \nPhantasmal killer | \n
5th | \nRary’s telepathic bond (ritual) | \n
6th | \nHeroes’ feast | \n
7th | \nDream of the blue veil *, Prismatic spray | \n
8th | \nAntipathy/sympathy | \n
9th | \nPrismatic wall | \n
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
@Compendium[world.ddb-graus-dnd-class-features.XBtjKFuGITaqWg1I]{Spellcasting}
\nYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.Using Each Ability]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
\n\nBardic Inspiration
\nYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.qVSAGIXuVU2i88mk]{Magical Inspiration}
\n2nd-level bard feature
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Jack of All Trades
\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
\n\nSong of Rest
\nBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.Using Each Ability]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
\n\nBard College
\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jm7O5ZFdHiqtUCM1]{Expertise}
\nAt 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\n\n@Compendium[world.ddb-graus-dnd-class-features.tD1Hwpwggdo4rtBu]{Bardic Versatility}
\n4th-level bard 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 in focus as you use your skills and magic:
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\nFont of Inspiration
\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
\n\nCountercharm
\nAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.Using Each Ability]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.Frightened]{frightened} or @Compendium[dnd5e.rules.Charmed]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.Using Each Ability]{performance} ends early if you are @Compendium[dnd5e.rules.Incapacitated]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n\nMagical Secrets
\nBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
\nYou learn two additional spells from any classes at 14th level and again at 18th level.
\n\nSuperior Inspiration
\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nHumans are the most adaptable and ambitious people among the common races. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
\nRacial Traits
+1 to All Ability Scores, Extra Language
If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.
\n\nLanguages
\nYou can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
\n\nAge
\nHumans reach adulthood in their late teens and live less than a century.
\n\nSize
\nHumans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\nSkills
\nYou gain proficiency in one skill of your choice.
\n\nAbility Score Increase
\nTwo different ability scores of your choice increase by 1.
\n\nFeat
\nYou gain one feat of your choice.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook","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":"Human","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"eP9a9w0t7cruLVfd","name":"Skills: Perception","type":"feat","img":"icons/tools/hand/brush-paint-brown-white.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":65,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":200,"choice":{"label":"Perception","choiceId":"2-1473","componentId":65,"componentTypeId":1960452172,"parentChoiceId":null,"subType":1,"wasOption":false,"type":"race"}},"importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You gain proficiency in one skill of your choice.
","chat":"You gain proficiency in one skill of your choice.
","unidentified":""},"source":"Basic Rules pg 31","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"EzwJuqd7oeAm1Lnv","name":"Feat","type":"feat","img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":103,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":300},"importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You gain one feat of your choice.
","chat":"You gain one feat of your choice.
","unidentified":""},"source":"Basic Rules pg 31","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6BIlGYmBBS4AUN31","name":"Additional Bard Spells","type":"feat","img":"icons/sundries/books/book-symbol-reverse-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":3017796,"type":"class","entityTypeId":12168134,"dndbeyond":{"requiredLevel":1,"displayOrder":1},"importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class"}}},"system":{"description":{"value":"Your Bard has additional spells available to them, as designated in Tasha's Cauldron of Everything.\n\n
1st-level bard feature
The spells in the following list expand the bard 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
---|---|
1st | \nColor spray, Command | \n
2nd | \nAid, Enlarge/reduce, Mirror image | \n
3rd | \nIntellect fortress *, Mass healing word, Slow | \n
4th | \nPhantasmal killer | \n
5th | \nRary’s telepathic bond (ritual) | \n
6th | \nHeroes’ feast | \n
7th | \nDream of the blue veil *, Prismatic spray | \n
8th | \nAntipathy/sympathy | \n
9th | \nPrismatic wall | \n
\n
1st-level bard feature
The spells in the following list expand the bard 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
---|---|
1st | \nColor spray, Command | \n
2nd | \nAid, Enlarge/reduce, Mirror image | \n
3rd | \nIntellect fortress *, Mass healing word, Slow | \n
4th | \nPhantasmal killer | \n
5th | \nRary’s telepathic bond (ritual) | \n
6th | \nHeroes’ feast | \n
7th | \nDream of the blue veil *, Prismatic spray | \n
8th | \nAntipathy/sympathy | \n
9th | \nPrismatic wall | \n
\n
4th-level bard 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 in focus as you use your skills and magic:
\n
4th-level bard 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 in focus as you use your skills and magic:
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.Using Each Ability]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
","chat":"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.Using Each Ability]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
","unidentified":""},"source":"Bard","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"56Q1bliDUpx5FPBn","name":"Jack of All Trades","type":"feat","img":"icons/commodities/tech/cog-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":79,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
","chat":"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
","unidentified":""},"source":"Bard","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"eNykPQFEh1dArvHQ","name":"Song of Rest","type":"feat","img":"icons/magic/life/cross-worn-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":80,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":{"id":11205,"level":9,"description":"+1d8 HP","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},"levelScales":[{"id":11204,"level":2,"description":"+1d6 HP","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},{"id":11205,"level":9,"description":"+1d8 HP","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":11206,"level":13,"description":"+1d10 HP","dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"1d10"},"fixedValue":null},{"id":11207,"level":17,"description":"+1d12 HP","dice":{"diceCount":1,"diceValue":12,"diceMultiplier":null,"fixedValue":null,"diceString":"1d12"},"fixedValue":null}],"limitedUse":[],"class":"Bard"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.Using Each Ability]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
","chat":"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.Using Each Ability]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
","unidentified":""},"source":"Bard","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":[["@scale.bard.song-of-rest"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uNluUFbeOHSuLUjk","name":"Bard College","type":"feat","img":"icons/magic/light/hand-sparks-glow-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":84,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":7,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
","chat":"At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
","unidentified":""},"source":"Bard","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Na19NmJGF2TMaAwB","name":"Expertise: Performance","type":"feat","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Performance","choiceId":"2-1403","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","chat":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","unidentified":""},"source":"Bard","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rbgo5kJm1KVZcz5R","name":"Expertise: Persuasion","type":"feat","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Persuasion","choiceId":"2-1404","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","chat":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","unidentified":""},"source":"Bard","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0sIICmwz9Ubn6oU0","name":"Font of Inspiration","type":"feat","img":"icons/magic/control/sihouette-hold-beam-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":92,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":11,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
","chat":"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
","unidentified":""},"source":"Bard","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"t1mxYhcew8z0Q2GP","name":"Silver Tongue","type":"feat","img":"icons/commodities/currency/coin-engraved-sun-smile-copper.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":2203079,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard : College of Eloquence"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"3rd-level College of Eloquence feature
\nYou are a master at saying the right thing at the right time. When you make a Charisma (@Compendium[dnd5e.rules.Using Each Ability]{Persuasion}) or Charisma (@Compendium[dnd5e.rules.Using Each Ability]{Deception}) check, you can treat a d20 roll of 9 or lower as a 10.
","chat":"3rd-level College of Eloquence feature
\nYou are a master at saying the right thing at the right time. When you make a Charisma (@Compendium[dnd5e.rules.Using Each Ability]{Persuasion}) or Charisma (@Compendium[dnd5e.rules.Using Each Ability]{Deception}) check, you can treat a d20 roll of 9 or lower as a 10.
","unidentified":""},"source":"Bard : College of Eloquence","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sjpL5AeffBQ0BpL1","name":"Unfailing Inspiration","type":"feat","img":"icons/magic/control/buff-flight-wings-runes-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":2203081,"type":"class","dndbeyond":{"requiredLevel":6,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard : College of Eloquence"},"class":"Bard","subclass":"College of Eloquence","importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"system":{"description":{"value":"6th-level College of Eloquence feature
\nYour inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
","chat":"6th-level College of Eloquence feature
\nYour inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
","unidentified":""},"source":"Bard : College of Eloquence","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"W9VkB3dLXQVAzwZ4","name":"Noble","type":"background","img":"icons/skills/trades/academics-book-study-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":10,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"hct5abnyvme2wj74"},"obsidian":{"source":{"type":"background"}}},"system":{"description":{"value":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
FEATURE: POSITION OF PRIVILEGE
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
d8 | Personality Trait |
---|---|
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | The common folk love me for my kindness and generosity. |
3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. |
4 | I take great pains to always look my best and follow the latest fashions. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
d6 | Ideal |
---|---|
1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) |
2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) |
3 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) |
4 | Power. If I can attain more power, no one will tell me what to do. (Evil) |
5 | Family. Blood runs thicker than water. (Any) |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) |
d6 | Bond |
---|---|
1 | I will face any challenge to win the approval of my family. |
2 | My house’s alliance with another noble family must be sustained at all costs. |
3 | Nothing is more important than the other members of my family. |
4 | I am in love with the heir of a family that my family despises. |
5 | My loyalty to my sovereign is unwavering. |
6 | The common folk must see me as a hero of the people. |
d6 | Flaw |
---|---|
1 | I secretly believe that everyone is beneath me. |
2 | I hide a truly scandalous secret that could ruin my family forever. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | In fact, the world does revolve around me. |
6 | By my words and actions, I often bring shame to my family. |
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
These details help establish your family and your title as features of the world of the campaign.
FEATURE: POSITION OF PRIVILEGE
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
d8 | Personality Trait |
---|---|
1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. |
2 | The common folk love me for my kindness and generosity. |
3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. |
4 | I take great pains to always look my best and follow the latest fashions. |
5 | I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. |
6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. |
7 | My favor, once lost, is lost forever. |
8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. |
d6 | Ideal |
---|---|
1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) |
2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) |
3 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) |
4 | Power. If I can attain more power, no one will tell me what to do. (Evil) |
5 | Family. Blood runs thicker than water. (Any) |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) |
d6 | Bond |
---|---|
1 | I will face any challenge to win the approval of my family. |
2 | My house’s alliance with another noble family must be sustained at all costs. |
3 | Nothing is more important than the other members of my family. |
4 | I am in love with the heir of a family that my family despises. |
5 | My loyalty to my sovereign is unwavering. |
6 | The common folk must see me as a hero of the people. |
d6 | Flaw |
---|---|
1 | I secretly believe that everyone is beneath me. |
2 | I hide a truly scandalous secret that could ruin my family forever. |
3 | I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. |
4 | I have an insatiable desire for carnal pleasures. |
5 | In fact, the world does revolve around me. |
6 | By my words and actions, I often bring shame to my family. |
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
\n
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n \n\n
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n \n\n
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.Using Each Ability]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.Frightened]{frightened} or @Compendium[dnd5e.rules.Charmed]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.Using Each Ability]{performance} ends early if you are @Compendium[dnd5e.rules.Incapacitated]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n \n\n
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.Using Each Ability]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.Frightened]{frightened} or @Compendium[dnd5e.rules.Charmed]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.Using Each Ability]{performance} ends early if you are @Compendium[dnd5e.rules.Incapacitated]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n \n\n
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
\n \n\n
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
\n \n\n
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.
\n \n\n
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.
\n \n\n
2nd-level bard feature
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
\n
2nd-level bard feature
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"enc","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":"cantrip","formula":"1d4"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"9BI9lqW6hDx1hoL0","name":"Light","type":"spell","img":"icons/magic/light/explosion-star-blue-yellow-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138399,"definitionId":2166,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":0,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138399,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Light","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Creation","Utility"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
\nIf you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":"a firefly or phosphorescent moss"},"materials":{"value":"a firefly or phosphorescent moss","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"1qKQKCgYLoXMcdV8","name":"Minor Illusion","type":"spell","img":"icons/magic/control/hypnosis-mesmerism-eye.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138486,"definitionId":2191,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":0,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138486,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Minor Illusion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
\nIf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
\nIf you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
\nIf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (@Compendium[dnd5e.rules.Using Each Ability]{Investigation}) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a bit of fleece"},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"yRJ837ujprli5xkZ","name":"Silvery Barbs","type":"spell","img":"icons/magic/control/energy-stream-link-white.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":10075686,"definitionId":1239804,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":1,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":10075686,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silvery Barbs","sources":[{"sourceId":80,"pageNumber":38,"sourceType":1}],"tags":["Buff","Debuff"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"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.
","chat":"","unidentified":""},"source":"Strixhaven: A Curriculum of Chaos pg 38","activation":{"type":"reaction","cost":1,"condition":"which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw"},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","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":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"agA34lN05OoWH0pa","name":"Slow","type":"spell","img":"icons/magic/air/fog-gas-smoke-dense-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":114200,"definitionId":2256,"entityTypeId":341470558,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":3,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":114200,"entityTypeId":341470558,"healingBoost":0,"usesSpellSlot":true},"originalName":"Slow","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":277,"sourceType":1}],"tags":["Control","Debuff"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
\nAn affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
\nIf the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
\nA creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":40,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a drop of molasses"},"materials":{"value":"a drop of molasses","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"eUIcv6fuhQkPsN8G","name":"Teleportation Circle","type":"spell","img":"icons/magic/symbols/runes-star-pentagon-magenta.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138841,"definitionId":2276,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":5,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138841,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Teleportation Circle","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":282,"sourceType":1}],"tags":["Teleportation"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
\nMany major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
\nYou can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 282","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"con","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":"rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes"},"materials":{"value":"rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes","consumed":true,"cost":50,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"K0m9xipHdTXvmSoE","name":"Synaptic Static","type":"spell","img":"icons/magic/fire/explosion-fireball-medium-purple-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138256,"definitionId":14605,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":5,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138256,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Synaptic Static","sources":[{"sourceId":27,"pageNumber":167,"sourceType":1}],"tags":["Damage","Debuff"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true,"value":false},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickTemplate":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":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":"You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 167","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"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[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":5,"school":"enc","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":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bQp0z4BUwsIMi05I","name":"Greater Restoration","type":"spell","img":"icons/magic/life/heart-cross-strong-flame-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138004,"definitionId":2129,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":5,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138004,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Greater Restoration","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":246,"sourceType":1}],"tags":["Healing"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's @Compendium[dnd5e.rules.Exhaustion]{exhaustion} level by one, or end one of the following effects on the target:
\nYou touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the @Compendium[dnd5e.rules.Using Each Ability]{nature} of the curse from the following options:
\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
\nAt Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"nec","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":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ILIsF83rW3PEvpuO","name":"Healing Word","type":"spell","img":"icons/magic/life/heart-cross-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138061,"definitionId":2140,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":1,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138061,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Healing Word","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Healing"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[healing - Unaffected: constructs, undead] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","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":"level","formula":"1d4"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gKIC3YbfmDWWvPZT","name":"Hypnotic Pattern","type":"spell","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138329,"definitionId":2150,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":3,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138329,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hypnotic Pattern","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":252,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes @Compendium[dnd5e.rules.Charmed]{charmed} for the duration. While @Compendium[dnd5e.rules.Charmed]{charmed} by this spell, the creature is @Compendium[dnd5e.rules.Incapacitated]{incapacitated} and has a speed of 0.
\nThe spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 252","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"ill","components":{"vocal":false,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a glowing stick of incense or a crystal vial filled with phosphorescent material"},"materials":{"value":"a glowing stick of incense or a crystal vial filled with phosphorescent material","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"NyjpECrOK51Al9Xs","name":"Magic Mouth","type":"spell","img":"icons/magic/air/wind-vortex-swirl-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138446,"definitionId":2177,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":2,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138446,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Magic Mouth","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":257,"sourceType":1}],"tags":["Communication"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
\nWhen that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
\nThe triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 257","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"unti"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes"},"materials":{"value":"a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TP3na3ZdGYeAha10","name":"Unseen Servant","type":"spell","img":"icons/magic/control/debuff-energy-hold-blue-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138900,"definitionId":2288,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":1,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138900,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Unseen Servant","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":284,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"This spell creates an @Compendium[dnd5e.rules.Invisible]{invisible}, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
\nOnce on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
\nIf you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a bit of string and of wood"},"materials":{"value":"a bit of string and of wood","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"oyVb3JBwLSjXDC12","name":"Raulothim's Psychic Lance","type":"spell","img":"icons/magic/lightning/bolt-strike-beam-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":9603632,"definitionId":1183866,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":4,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":9603632,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Raulothim's Psychic Lance","sources":[{"sourceId":81,"pageNumber":21,"sourceType":1}],"tags":[],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
\nThe target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is @Compendium[dnd5e.rules.Incapacitated]{incapacitated} until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t @Compendium[dnd5e.rules.Incapacitated]{incapacitated}.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
","chat":"","unidentified":""},"source":"Fizban's Treasury of Dragons pg 21","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["7d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":4,"school":"enc","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":"level","formula":"1d6"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rNLW3aOwp05A8vYq","name":"Speak with Animals","type":"spell","img":"icons/magic/nature/wolf-paw-glow-small-teal-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138761,"definitionId":2258,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":9,"characterClassId":88315100,"spellLevel":1,"ability":"cha","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138761,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Speak with Animals","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":277,"sourceType":1}],"tags":["Communication","Social"],"version":"2.9.51","importId":"hct5abnyvme2wj74"},"spell-class-filter-for-5e":{"parentClass":"bard"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"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":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"MLVbMhRpHpnT6zTE","name":"Helm of Teleportation","type":"equipment","img":"icons/equipment/head/helm-barbute-horned-copper.webp","effects":[],"folder":null,"sort":500000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.DEQkJiQdGyfmSNkV"}},"system":{"description":{"value":"Wondrous item, (requires attunement)
\nThis helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the @Compendium[dnd5e.spells.L4J89JXqbKs6puEV]{Teleport} spell from it. The helm regains 1d3 expended charges daily at dawn.
","chat":"","unidentified":""},"source":"DMG pg. 174","quantity":1,"weight":2,"price":64000,"attunement":2,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":0,"width":null,"units":"","type":"creature"},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":3,"max":3,"per":"charges","recovery":""},"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"},"armor":{"value":0,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true,"attributes":{"spelldc":10}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"2LZtV1VxUZcAA4Db","name":"Spyglass","type":"loot","img":"icons/tools/navigation/spyglass-telescope-brass.webp","effects":[],"folder":null,"sort":250000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"Objects viewed through a spyglass are magnified to twice their size.
\n","chat":"","unidentified":""},"source":"PHB pg. 153","quantity":1,"weight":1,"price":1000,"attunement":0,"equipped":false,"rarity":"common","identified":true,"damage":{"parts":[]}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WMsUyZoilnm0T3WY","name":"Mass Cure Wounds","type":"spell","img":"icons/magic/life/heart-cross-strong-green.webp","effects":[],"folder":null,"sort":200000,"flags":{"ddbimporter":{"id":138459,"definitionId":2181,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":258,"sourceType":1}],"tags":["Healing"],"pack":"dnd5e.spells","originalItemName":"Mass Cure Wounds","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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}},"inventory-plus":{"category":"weapon"}},"system":{"description":{"value":"
A wave of Healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.
","chat":"","unidentified":""},"source":"PHB pg. 258","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"v6qyCjWiHGSFQ0Yy","name":"Lesser Restoration","type":"spell","img":"icons/magic/life/heart-cross-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138386,"definitionId":2164,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Healing"],"pack":"dnd5e.spells","originalItemName":"Lesser Restoration","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.1ot3BOQx0k8uNzhs"}},"system":{"description":{"value":"You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
","chat":"","unidentified":""},"source":"PHB pg. 255","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":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"zgio9pDdSREsdY5j","name":"Cure Wounds","type":"spell","img":"icons/magic/life/heart-cross-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136482,"definitionId":2056,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Healing"],"pack":"dnd5e.spells","originalItemName":"Cure Wounds","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.U2K2sfyRb44U2EzW"}},"system":{"description":{"value":"A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"PHB pg. 230","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":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d8"},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"T82LfD0Bip2CQBX8","sort":150000,"flags":{"ddbimporter":{"dndbeyond":{"url":"https://www.dndbeyond.com/characters/66840555","apiEndpointUrl":"https://character-service.dndbeyond.com/character/v5/character/66840555","characterId":"66840555","totalLevels":9,"proficiencies":null,"proficienciesIncludingEffects":null,"roUrl":"https://dndbeyond.com/characters/66840555","characterValues":null,"templateStrings":null,"campaign":null,"effectAbilities":null,"abilityOverrides":null},"activeUpdate":false,"compendium":false,"acEffects":[{"changes":[{"key":"data.attributes.ac.value","value":"11 + @abilities.dex.mod","mode":5,"priority":30}],"duration":{"seconds":null,"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"origin":"AC","label":"AC Leather (Light): 14","tint":"","disabled":false,"transfer":true,"selectedKey":[],"icon":"icons/svg/shield.svg","flags":{"dae":{"transfer":true,"armorEffect":true},"ddbimporter":{"disabled":true,"itemId":741959466,"entityTypeId":1439493548,"characterEffect":true}}},{"changes":[{"key":"data.attributes.ac.value","value":"13 + @abilities.dex.mod","mode":5,"priority":15}],"duration":{"seconds":null,"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"origin":"AC","label":"AC Base Armor - Racial (Unarmored): 13","tint":"","disabled":false,"transfer":true,"selectedKey":[],"icon":"icons/svg/shield.svg","flags":{"dae":{"transfer":true,"armorEffect":true},"ddbimporter":{"disabled":false,"characterEffect":true}}}],"baseAC":13,"autoAC":{"flat":null,"calc":"default","formula":""},"overrideAC":{"flat":14,"calc":"flat","formula":""},"resources":{"type":"default","primary":"Bardic Inspiration","secondary":"Universal Speech","tertiary":"","ask":true},"importId":"hct5abnyvme2wj74","syncItemReady":true,"syncActionReady":true,"activeSyncSpells":true},"dnd5e":{"powerfulBuild":false,"savageAttacks":false,"elvenAccuracy":false,"halflingLucky":false,"initiativeAdv":false,"initiativeAlert":false,"jackOfAllTrades":true,"weaponCriticalThreshold":20,"observantFeat":false,"remarkableAthlete":false,"reliableTalent":false,"diamondSoul":false,"meleeCriticalDamageDice":0,"wildMagic":false,"initiativeHalfProf":true},"skill-customization-5e":{},"ddb-importer":{"version":"2.9.51"},"tidy5e-sheet":{"allow-edit":true},"vtt-resource-tracker":{},"midi-qol":{"concentration-damage":0},"5e-training":{"trainingItems":[{"id":"9nu46qefw556y5qc","name":"Schönschrift","img":"icons/svg/book.svg","category":"","description":"","progressionStyle":"TOOL","ability":null,"skill":null,"tool":"zvrw1bWrkknTtZ2j","fixedIncrease":null,"macroName":null,"dc":8,"progress":18,"completionAt":40,"changes":[{"id":"pc2p00utfe9ju75a","timestamp":"2022-04-17T18:35:33.522Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":12,"newValue":13,"user":"Killua","note":""},{"id":"a50zcknwof07ca37","timestamp":"2022-04-17T18:35:36.336Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":13,"newValue":13,"user":"Killua","note":""},{"id":"xvakq7dh8aubd1cr","timestamp":"2022-04-17T18:35:38.755Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":13,"newValue":14,"user":"Killua","note":""},{"id":"3hform1a8n9rqfin","timestamp":"2022-04-17T18:35:42.357Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":14,"newValue":14,"user":"Killua","note":""},{"id":"4bi0l8m5llxc4a0r","timestamp":"2022-04-17T18:35:44.614Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":14,"newValue":15,"user":"Killua","note":""},{"id":"mhja9yjdoekg8mdk","timestamp":"2022-04-17T18:35:46.782Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":15,"newValue":16,"user":"Killua","note":""},{"id":"a1nhw1mzd38c512v","timestamp":"2022-04-17T18:35:49.509Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":16,"newValue":16,"user":"Killua","note":""},{"id":"iejb1o8tdgqgwacx","timestamp":"2022-04-17T18:35:51.931Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":16,"newValue":16,"user":"Killua","note":""},{"id":"6njalqlzumwbudj8","timestamp":"2022-04-17T18:35:55.499Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":16,"newValue":17,"user":"Killua","note":""},{"id":"eag1bkl47ec4ro8k","timestamp":"2022-04-17T18:35:58.879Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":17,"newValue":18,"user":"Killua","note":""},{"id":"1u6v82qucmmlkxex","timestamp":"2022-04-17T18:36:01.959Z","actionName":"Roll Calligrapher's Supplies","valueChanged":"progress","oldValue":18,"newValue":18,"user":"Killua","note":""}],"schemaVersion":1}]}},"system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"max":20,"mod":0},"dex":{"value":16,"proficient":1,"bonuses":{"check":"","save":""},"min":3,"max":20,"mod":3},"con":{"value":16,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"max":20,"mod":3},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"max":20,"mod":0},"wis":{"value":16,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"max":20,"mod":3},"cha":{"value":20,"proficient":1,"bonuses":{"check":"","save":""},"min":3,"max":20,"mod":5}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":75,"max":75,"temp":null,"tempmax":null,"bonuses":{"level":"","overall":""},"min":0},"init":{"ability":"","bonus":0,"value":0,"mod":3},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"cha","death":{"success":0,"failure":0},"exhaustion":0,"inspiration":false,"prof":4,"hd":9,"spelldc":17},"details":{"biography":{"value":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
\nWork with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
\nIs your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
\nWhat’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
\nDoes your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
\nThese details help establish your family and your title as features of the world of the campaign.
\n\n\nFEATURE: POSITION OF PRIVILEGE
\nThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
\n
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
\nAs an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
\n\n\n \n \n \n
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nMy eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. | \n
2 | \nThe common folk love me for my kindness and generosity. | \n
3 | \nNo one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. | \n
4 | \nI take great pains to always look my best and follow the latest fashions. | \n
5 | \nI don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. | \n
6 | \nDespite my noble birth, I do not place myself above other folk. We all have the same blood. | \n
7 | \nMy favor, once lost, is lost forever. | \n
8 | \nIf you do me an injury, I will crush you, ruin your name, and salt your fields. | \n
d6 | \nIdeal | \n
---|---|
1 | \nRespect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) | \n
2 | \nResponsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) | \n
3 | \nIndependence. I must prove that I can handle myself without the coddling of my family. (Chaotic) | \n
4 | \nPower. If I can attain more power, no one will tell me what to do. (Evil) | \n
5 | \nFamily. Blood runs thicker than water. (Any) | \n
6 | \nNoble Obligation. It is my duty to protect and care for the people beneath me. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI will face any challenge to win the approval of my family. | \n
2 | \nMy house’s alliance with another noble family must be sustained at all costs. | \n
3 | \nNothing is more important than the other members of my family. | \n
4 | \nI am in love with the heir of a family that my family despises. | \n
5 | \nMy loyalty to my sovereign is unwavering. | \n
6 | \nThe common folk must see me as a hero of the people. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI secretly believe that everyone is beneath me. | \n
2 | \nI hide a truly scandalous secret that could ruin my family forever. | \n
3 | \nI too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. | \n
4 | \nI have an insatiable desire for carnal pleasures. | \n
5 | \nIn fact, the world does revolve around me. | \n
6 | \nBy my words and actions, I often bring shame to my family. | \n
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
","public":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
\nWork with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.
\nIs your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
\nWhat’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?
\nDoes your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?
\nThese details help establish your family and your title as features of the world of the campaign.
\n\n\nFEATURE: POSITION OF PRIVILEGE
\nThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
\n
A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
\nAs an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)
\n\n\n \n \n \n
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nMy eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. | \n
2 | \nThe common folk love me for my kindness and generosity. | \n
3 | \nNo one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. | \n
4 | \nI take great pains to always look my best and follow the latest fashions. | \n
5 | \nI don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations. | \n
6 | \nDespite my noble birth, I do not place myself above other folk. We all have the same blood. | \n
7 | \nMy favor, once lost, is lost forever. | \n
8 | \nIf you do me an injury, I will crush you, ruin your name, and salt your fields. | \n
d6 | \nIdeal | \n
---|---|
1 | \nRespect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) | \n
2 | \nResponsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) | \n
3 | \nIndependence. I must prove that I can handle myself without the coddling of my family. (Chaotic) | \n
4 | \nPower. If I can attain more power, no one will tell me what to do. (Evil) | \n
5 | \nFamily. Blood runs thicker than water. (Any) | \n
6 | \nNoble Obligation. It is my duty to protect and care for the people beneath me. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI will face any challenge to win the approval of my family. | \n
2 | \nMy house’s alliance with another noble family must be sustained at all costs. | \n
3 | \nNothing is more important than the other members of my family. | \n
4 | \nI am in love with the heir of a family that my family despises. | \n
5 | \nMy loyalty to my sovereign is unwavering. | \n
6 | \nThe common folk must see me as a hero of the people. | \n
d6 | \nFlaw | \n
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1 | \nI secretly believe that everyone is beneath me. | \n
2 | \nI hide a truly scandalous secret that could ruin my family forever. | \n
3 | \nI too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger. | \n
4 | \nI have an insatiable desire for carnal pleasures. | \n
5 | \nIn fact, the world does revolve around me. | \n
6 | \nBy my words and actions, I often bring shame to my family. | \n
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
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ich bin ein einzelkind
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe alkilith makes three tentacle attacks.
\nMelee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.
\nThe alkilith can move through a space as narrow as 1 inch wide without squeezing.
While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.
Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
The alkilith has advantage on saving throws against spells and other magical effects.
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
\nAn affected target can't take reactions and must roll [[/r 1d10]] at the start of each of its turns to determine its behavior for that turn.
\nd10 | \nBehaviour | \n
1 | \nThe creature uses all its movement to move in a random direction. To determine the direction, roll [[/r 1d8]] and assign a direction to each die face. The creature doesn't take an action this turn. | \n
2-6 | \nThe creature doesn't move or take actions this turn. | \n
7-8 | \nThe creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | \n
9-10 | \nThe creature can act and move normally. | \n
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe crocodile can hold its breath for 30 minutes.
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","chat":"","unidentified":""},"source":"","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":0,"max":0,"per":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"attunement":0},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"u7eurp95tuW3tYGl","name":"Bite","type":"weapon","img":"icons/commodities/bones/bone-jaw-teeth-white.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Melee Weapon Attack:+8 to hit,, 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
\nThe target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
\nThe Giant Crocodile attacks with its Bite. If successful, the target is grappled. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
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\nIf the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
\nThe Giant Crocodile attacks with its Tail. If the target is a creature, it must make a Strength saving throw.
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","public":""},"alignment":"Unaligned","race":null,"type":{"value":"beast","subtype":"","swarm":"","custom":""},"environment":"Swamp","cr":5,"spellLevel":0,"source":"MM pg. 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{"_id":"TaB6nAoD3PZWP8Rv","name":"Deppresions Killua","type":"character","img":"ddb-images/characters/Killua.jpeg","items":[{"_id":"ge6nVC9rme4BMzgA","name":"Monk (Way of the Ascendant Dragon)","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":11,"data":{"id":11,"name":"Monk","description":"A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection
\r\nHit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity
You start with the following equipment, in addition to the equipment granted by your background:
\r\nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
","requiredLevel":1,"displayOrder":3},{"id":227,"name":"Martial Arts","prerequisite":null,"description":"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
\r\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
\r\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
","requiredLevel":1,"displayOrder":4},{"id":228,"name":"Ki","prerequisite":null,"description":"Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\r\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\r\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\r\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\r\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\r\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\r\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\r\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
","requiredLevel":2,"displayOrder":5},{"id":229,"name":"Unarmored Movement","prerequisite":null,"description":"Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
\r\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
","requiredLevel":2,"displayOrder":6},{"id":230,"name":"Monastic Tradition","prerequisite":null,"description":"When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
","requiredLevel":3,"displayOrder":7},{"id":231,"name":"Deflect Missiles","prerequisite":null,"description":"Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
\r\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
","requiredLevel":3,"displayOrder":8},{"id":232,"name":"Ability Score Improvement","prerequisite":null,"description":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
","requiredLevel":4,"displayOrder":9},{"id":233,"name":"Slow Fall","prerequisite":null,"description":"Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
","requiredLevel":4,"displayOrder":10},{"id":234,"name":"Extra Attack","prerequisite":null,"description":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
","requiredLevel":5,"displayOrder":11},{"id":235,"name":"Stunning Strike","prerequisite":null,"description":"Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
","requiredLevel":5,"displayOrder":12},{"id":236,"name":"Ki-Empowered Strikes","prerequisite":null,"description":"Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
","requiredLevel":6,"displayOrder":13},{"id":237,"name":"Evasion","prerequisite":null,"description":"At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
","requiredLevel":7,"displayOrder":15},{"id":238,"name":"Stillness of Mind","prerequisite":null,"description":"Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
","requiredLevel":7,"displayOrder":16},{"id":239,"name":"Purity of Body","prerequisite":null,"description":"At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
","requiredLevel":10,"displayOrder":19},{"id":240,"name":"Tongue of the Sun and Moon","prerequisite":null,"description":"Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
","requiredLevel":13,"displayOrder":22},{"id":241,"name":"Diamond Soul","prerequisite":null,"description":"Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
\r\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
","requiredLevel":14,"displayOrder":23},{"id":242,"name":"Timeless Body","prerequisite":null,"description":"At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
","requiredLevel":15,"displayOrder":25},{"id":243,"name":"Empty Body","prerequisite":null,"description":"Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
\r\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
","requiredLevel":18,"displayOrder":27},{"id":244,"name":"Perfect Self","prerequisite":null,"description":"At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
","requiredLevel":20,"displayOrder":30},{"id":245,"name":"Unarmored Movement Improvement","prerequisite":null,"description":"At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
","requiredLevel":9,"displayOrder":18},{"id":246,"name":"Ability Score Improvement","prerequisite":null,"description":"When you reach 8th level, and again at 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.
\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
","requiredLevel":8,"displayOrder":17},{"id":247,"name":"Ability Score Improvement","prerequisite":null,"description":"When you reach 12th level, and again at 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.
\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
","requiredLevel":12,"displayOrder":21},{"id":248,"name":"Ability Score Improvement","prerequisite":null,"description":"When you reach 16th level, and again at 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.
\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
","requiredLevel":16,"displayOrder":26},{"id":249,"name":"Ability Score Improvement","prerequisite":null,"description":"When you reach 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.
\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
","requiredLevel":19,"displayOrder":29},{"id":455,"name":"Unarmored Movement","prerequisite":null,"description":"At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.
","requiredLevel":6,"displayOrder":14},{"id":456,"name":"Unarmored Movement","prerequisite":null,"description":"At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are not wearing armor or wielding a shield.
","requiredLevel":10,"displayOrder":20},{"id":457,"name":"Unarmored Movement","prerequisite":null,"description":"At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.
","requiredLevel":14,"displayOrder":24},{"id":458,"name":"Unarmored Movement","prerequisite":null,"description":"At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.
","requiredLevel":18,"displayOrder":28},{"id":464,"name":"Proficiencies","prerequisite":null,"description":"Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Hit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection
\nHit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity
Starting Equipment
\nYou start with the following equipment, in addition to the equipment granted by your background:
\nBy altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings.
\n\nDraconic Disciple @Compendium[world.ddb-graus-dnd-class-features.yt0GH7usI80vTnGC]{Draconic Disciple}
\n3rd-Level Way of the Ascendant Dragon Feature
\nYou can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
\nDraconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
\nDraconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
\nTongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
\n\nBreath of the Dragon @Compendium[world.ddb-graus-dnd-class-features.6pwL6oSze9C8TJaH]{Breath of the Dragon}
\n3rd-Level Way of the Ascendant Dragon Feature
\nYou can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
\nAt 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
\n\nWings Unfurled @Compendium[world.ddb-graus-dnd-class-features.mwWQJQxvmXldWCua]{Wings Unfurled}
\n6th-Level Way of the Ascendant Dragon Feature
\nWhen you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.
\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\n\nAspect of the Wyrm @Compendium[world.ddb-graus-dnd-class-features.VOA6zt5i6OiPlInF]{Aspect of the Wyrm}
\n11th-Level Way of the Ascendant Dragon Feature
\nThe power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:
\nFrightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
\nResistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
\nOnce you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.
\n\nAscendant Aspect @Compendium[world.ddb-graus-dnd-class-features.csSPctVGW9LW3ACt]{Ascendant Aspect}
\n17th-Level Way of the Ascendant Dragon Feature
\nYour draconic spirit reaches its peak. You gain the following benefits:
\nAugment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
\nBlindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind [rule]total cover[/rule], even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
\nExplosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
\n\nUnarmored Defense
\nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
\n\nMartial Arts
\nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
\n\nKi
\nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n\nUnarmored Movement
\nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
\n\nMonastic Tradition
\nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
\n\nDeflect Missiles
\nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
\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\nSlow Fall
\nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
\n\nExtra Attack
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nStunning Strike
\nStarting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
\n\nKi-Empowered Strikes
\nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
\n\nEvasion
\nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
\n\nStillness of Mind
\nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
\n\nPurity of Body
\nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
\n\nTongue of the Sun and Moon
\nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
\n\nDiamond Soul
\nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
\n\nTimeless Body
\nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
\n\nEmpty Body
\nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
\n\nPerfect Self
\nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
\n\nUnarmored Movement Improvement
\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
\n\nProficiencies
\nArmor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Hit Points
\nHit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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","chat":"","unidentified":""},"source":"PHB pg. 78","activation":{"type":"","cost":0,"condition":""},"duration":{"value":"","units":""},"cover":null,"target":{"value":"","width":null,"units":"","type":""},"range":{"value":"","long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":"","type":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"Monk 1","recharge":{"value":null,"charged":false},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Athlete","type":"background","system":{"description":{"value":"You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
Skill Proficiencies: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}
Tool Proficiencies: Vehicles (Land)
Languages: One of your choice
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp
While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.
Favored Event
d8 | Favored Event |
---|---|
1 | Marathon |
2 | Long-distance running |
3 | Wrestling |
4 | Boxing |
5 | Chariot or horse race |
6 | Pankration (mixed unarmed combat) |
7 | Hoplite race (racing in full armor with a unit) |
8 | Pentathlon (running, long jump, discus, javelin, wrestling) |
FEATURE: ECHOES OF VICTORYYou have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.
d8 | Personality Trait |
---|---|
1 | I feel most at peace during physical exertion, be it exercise or battle. |
2 | I don’t like to sit idle. |
3 | I have a daily exercise routine that I refuse to break. |
4 | Obstacles exist to be overcome. |
5 | When I see others struggling, I offer to help. |
6 | I love to trade banter and gibes. |
7 | Anything worth doing is worth doing best. |
8 | I get irritated if people praise someone else and not me. |
d6 | Ideal |
---|---|
1 | Competition. I strive to test myself in all things. (Chaotic) |
2 | Triumph. The best part of winning is seeing my rivals brought low. (Evil) |
3 | Camaraderie. The strongest bonds are forged through struggle. (Good) |
4 | People. I strive to inspire my spectators. (Neutral) |
5 | Tradition. Every game has rules, and the playing field must be level. (Lawful) |
6 | Growth. Lessons hide in victory and defeat. (Any) |
d6 | Bond |
---|---|
1 | My teammates are my family. |
2 | I will overcome a rival and prove myself their better. |
3 | My mistake got someone hurt. I’ll never make that mistake again. |
4 | I will be the best for the honor and glory of my home. |
5 | The person who trained me is the most important person in my world. |
6 | I strive to live up to a specific hero’s example. |
d6 | flaw |
---|---|
1 | I indulge in a habit that threatens my reputation or my health. |
2 | I’ll do absolutely anything to win. |
3 | I ignore anyone who doesn’t compete and anyone who loses to me. |
4 | I have lingering pain from old injuries. |
5 | Any defeat or failure on my part is because my opponent cheated. |
6 | I must be the captain of any group I join. |
You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
\n
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
\n \nWhile you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained}, or otherwise unable to move.
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\nDiese Waffe ist eine Verschmelzung von Hitori's Feuerzahn ihrer Halskette die ein Teil von Zanes Waffe war und einer Kopie von Zanes Seele die sowie 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.
\nDer 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.
\nDer Geist:
\nDer Geist ist Lawful Good er erwartet von seinem Träger das er sich immer für das gute einsetzt und die Schwachen beschützt.
\n\n
Wer diese Klinge führt kann seinen Spellattack und DC um +3 erhöhen und 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.
\nDas Schwert besitz mehrere passive Eigenschaften von diesen erhält der Träger 3 zufällige. Diese Eigenschaften Werden im Morgengrauen neu ausgewürfelt.
\nSchwert Eigenschaften:
\n- Chame, Angst und Paralyze immun
\n- 60ft Blindsicht
\n- Crit Change 18+
\n- 20ft Movement speed
\n- Resistent gegen non-Magical damage
\n- Zweiter Geist der Träger kann 2 Konzentrationen halten muss aber die Saves mit Nachteil werfen.
\n- Fire Immun.
\n- Muss nicht mehr schlafen für eine Long Rest.
\n- Magiespeicher: das Schwert erhöht deine spells slots bis zu einem gesamt lvl 4.
\n- Multiattack Kann ein Angriff ausführen wenn ein spell gewirkt wird.
\n- AC +3
\n- Advantage auf alle Körperliche Saves.
\n- Einmal am Tag kann der Damage von einem Feuerschadens Spell aufs Maximum erhöht werden.
\n- du kannst die als Bonus Aktion 15ft Teleportieren.
\n- das Schwert kann einmal am Tag haste auf dich kansten. Die klinge hält die Konzentration.
\n- Das Schwert ermöglicht es dir jeden der folgenden Spells einmal pro Tag kostenlos zu Casten: Scorching Ray lvl 2, Fireball lvl 3
\n- Das Schwert kann sich frei bewegen und es nutzt deine Bonusaktion um Anzugreifen. 30ft Flying speed.
\n- 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.
\n- Du kannst einen Spell Slot pro short rest zurückgewinnen der der hälfte deiner Sources lvl entspricht maximal lvl6.
\n- Lucky feat.
\n\n
\n
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":5,"price":0.2,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":0.2,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":775878381,"entityTypeId":1439493548,"containerEntityId":775878372,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":92,"originalName":"Waterskin","version":"3.1.23","importId":"PSI9mCxhRuOa37r9"},"infusions":{"maps":[],"applied":[],"infused":false}},"effects":[],"img":"icons/sundries/survival/wetskin-leather-purple.webp","_id":"EIW2CzL14OGXF0wE","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1669569062091,"modifiedTime":1669569062091,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"QANUyLMU6ZFw5BmQ","name":"Feuerzahn","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":["Dueling"],"restrictions":["While Flaming"],"avatarUrl":"https://www.dndbeyond.com/avatars/9249/564/637203446409923453.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9249/565/637203446411359007.jpeg","filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Feuerzahn.jpeg"},"id":691237038,"entityTypeId":1439493548,"containerEntityId":62065089,"containerEntityTypeId":1581111423,"definitionEntityTypeId":112130694,"definitionId":4896,"originalName":"Flame Tongue Rapier","version":"2.9.51","importId":"wscydhdgjgkf8187"},"betterRolls5e":{"quickDamage":{"context":{"0":"","1":"While Flaming"},"value":{"0":true},"altValue":{"0":true}},"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":false,"resource":true},"altValue":{"use":false,"resource":true}}},"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"},"infusions":{"maps":[],"applied":[],"infused":false},"core":{"sourceId":"Actor.Lg8XFgVTAQERDEig.Item.J3svoMyYpPHSnAji"}},"system":{"description":{"value":"You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
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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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The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.
\nWhether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
\nSkill Proficiencies: Acrobatics, Athletics
Tool Proficiencies: Vehicles (Land)
Languages: One of your choice
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp
While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.
\nFavored Event
\nd8 | \nFavored Event | \n
---|---|
1 | \nMarathon | \n
2 | \nLong-distance running | \n
3 | \nWrestling | \n
4 | \nBoxing | \n
5 | \nChariot or horse race | \n
6 | \nPankration (mixed unarmed combat) | \n
7 | \nHoplite race (racing in full armor with a unit) | \n
8 | \nPentathlon (running, long jump, discus, javelin, wrestling) | \n
\n\n\n
FEATURE ECHOES OF VICTORYYou have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
\nBetween adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
\n
Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI feel most at peace during physical exertion, be it exercise or battle. | \n
2 | \nI don’t like to sit idle. | \n
3 | \nI have a daily exercise routine that I refuse to break. | \n
4 | \nObstacles exist to be overcome. | \n
5 | \nWhen I see others struggling, I offer to help. | \n
6 | \nI love to trade banter and gibes. | \n
7 | \nAnything worth doing is worth doing best. | \n
8 | \nI get irritated if people praise someone else and not me. | \n
d6 | \nIdeal | \n
---|---|
1 | \nCompetition. I strive to test myself in all things. (Chaotic) | \n
2 | \nTriumph. The best part of winning is seeing my rivals brought low. (Evil) | \n
3 | \nCamaraderie. The strongest bonds are forged through struggle. (Good) | \n
4 | \nPeople. I strive to inspire my spectators. (Neutral) | \n
5 | \nTradition. Every game has rules, and the playing field must be level. (Lawful) | \n
6 | \nGrowth. Lessons hide in victory and defeat. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy teammates are my family. | \n
2 | \nI will overcome a rival and prove myself their better. | \n
3 | \nMy mistake got someone hurt. I’ll never make that mistake again. | \n
4 | \nI will be the best for the honor and glory of my home. | \n
5 | \nThe person who trained me is the most important person in my world. | \n
6 | \nI strive to live up to a specific hero’s example. | \n
d6 | \nflaw | \n
---|---|
1 | \nI indulge in a habit that threatens my reputation or my health. | \n
2 | \nI’ll do absolutely anything to win. | \n
3 | \nI ignore anyone who doesn’t compete and anyone who loses to me. | \n
4 | \nI have lingering pain from old injuries. | \n
5 | \nAny defeat or failure on my part is because my opponent cheated. | \n
6 | \nI must be the captain of any group I join. | \n
You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
","public":"You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.
\nWhether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
\nSkill Proficiencies: Acrobatics, Athletics
Tool Proficiencies: Vehicles (Land)
Languages: One of your choice
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp
While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you excel.
\nFavored Event
\nd8 | \nFavored Event | \n
---|---|
1 | \nMarathon | \n
2 | \nLong-distance running | \n
3 | \nWrestling | \n
4 | \nBoxing | \n
5 | \nChariot or horse race | \n
6 | \nPankration (mixed unarmed combat) | \n
7 | \nHoplite race (racing in full armor with a unit) | \n
8 | \nPentathlon (running, long jump, discus, javelin, wrestling) | \n
\n\n\n
FEATURE ECHOES OF VICTORYYou have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
\nBetween adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
\n
Competition can forge strong bonds between teammates and rivals or ignite bitter feuds that burn outside the arena. Athletes often apply lessons from their training to their lives in general.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI feel most at peace during physical exertion, be it exercise or battle. | \n
2 | \nI don’t like to sit idle. | \n
3 | \nI have a daily exercise routine that I refuse to break. | \n
4 | \nObstacles exist to be overcome. | \n
5 | \nWhen I see others struggling, I offer to help. | \n
6 | \nI love to trade banter and gibes. | \n
7 | \nAnything worth doing is worth doing best. | \n
8 | \nI get irritated if people praise someone else and not me. | \n
d6 | \nIdeal | \n
---|---|
1 | \nCompetition. I strive to test myself in all things. (Chaotic) | \n
2 | \nTriumph. The best part of winning is seeing my rivals brought low. (Evil) | \n
3 | \nCamaraderie. The strongest bonds are forged through struggle. (Good) | \n
4 | \nPeople. I strive to inspire my spectators. (Neutral) | \n
5 | \nTradition. Every game has rules, and the playing field must be level. (Lawful) | \n
6 | \nGrowth. Lessons hide in victory and defeat. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy teammates are my family. | \n
2 | \nI will overcome a rival and prove myself their better. | \n
3 | \nMy mistake got someone hurt. I’ll never make that mistake again. | \n
4 | \nI will be the best for the honor and glory of my home. | \n
5 | \nThe person who trained me is the most important person in my world. | \n
6 | \nI strive to live up to a specific hero’s example. | \n
d6 | \nflaw | \n
---|---|
1 | \nI indulge in a habit that threatens my reputation or my health. | \n
2 | \nI’ll do absolutely anything to win. | \n
3 | \nI ignore anyone who doesn’t compete and anyone who loses to me. | \n
4 | \nI have lingering pain from old injuries. | \n
5 | \nAny defeat or failure on my part is because my opponent cheated. | \n
6 | \nI must be the captain of any group I join. | \n
You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.
Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 (1d4 + 1) force damage.
\nRanged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the gnome’s next turn.
\nThe gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost (see “Actions” below)
1st level (3 slots): detect magic, mage armor, magic missile (see “Actions” below), shield
Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.
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The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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The vampire regains 10 hit points at the start of its turn.
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\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
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\nToken artwork by Forgotten Adventures.
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{"_id":"W5K9hYqz3immGzH1","name":"Gadrille the Reef-Reaver","type":"npc","img":"ddb-images/other/Bilder%20Grau/Thunder%20Cliffs/Gadrille%20the%20Reef-Reaver.png","items":[{"name":"Quarterstaff","type":"weapon","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Quarterstaff.","fullName":"Quarterstaff."}},"img":"icons/weapons/staves/staff-simple-gold.webp","_id":"2sbh3vizyci0bq1y","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
\nThe evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots): mirror image, misty step, shatter*
3rd level (3 slots): counterspell, fireball,* lightning bolt*
4th level (3 slots): ice storm,* stoneskin
5th level (2 slots): Bigby’s hand,* cone of cold*
6th level (1 slot): chain lightning,* wall of ice*
*Evocation spell
When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At 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.
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This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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\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.
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The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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\nEach time a creature targets you with an attack during the spell's duration, roll a [[/r 1d20 # Mirror Image Check]] to determine whether the attack instead targets one of your duplicates.
\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
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","chat":"","unidentified":""},"source":"PHB pg. 260","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"space"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"4IUMFNZeft8sweap","name":"Shatter","type":"spell","img":"icons/magic/fire/explosion-fireball-medium-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138698,"definitionId":2246,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Shatter","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.xhgMQCgDkYeeh6fp"}},"system":{"description":{"value":"A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Higher Levels. When you cast this spell using a 3 or higher level spell slot, the damage of the spell increases by 1d8 for each level of higher spell slot 2.
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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.
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The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
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.
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The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At 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":"PHB 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":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8","bludgeoning"],["4d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A pinch of dust and a few drops of water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"M1GyoMjg0oZr3nRm","name":"Bigby's Hand","type":"spell","img":"icons/magic/unholy/strike-hand-glow-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136116,"definitionId":2352,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":2,"pageNumber":218,"sourceType":1}],"tags":["Damage","Control"]},"betterRolls5e":{"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true},"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":[true,true],"altValue":[true,true],"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}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-spells.x5ba9MebgmrghXeR"}},"system":{"description":{"value":"You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
\nClenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
\nForceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
\nInterposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
","chat":"You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
\nThe hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
\nWhen you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
\nClenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
\nForceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
\nGrasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
\nInterposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
\nAt Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
","unidentified":""},"source":"Player's Handbook pg 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8[force - Clenched Fist]","force"],["2d6[bludgeoning - Grasping Hand] + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"An eggshell and a snakeskin glove"},"materials":{"value":"An eggshell and a snakeskin glove","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d8"},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"d2GJYJp8p4J5ZPea","name":"Cone of Cold","type":"spell","img":"icons/magic/water/projectiles-ice-faceted-shard-salvo-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136251,"definitionId":2037,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Cone of Cold","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.T1JKiEL26EiCEHNp"}},"system":{"description":{"value":"A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
","chat":"","unidentified":""},"source":"PHB pg. 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":60,"width":null,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":0,"scaling":"spell"},"level":5,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A small crystal or glass cone","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IO43jMfh4df7kzNV","name":"Chain Lightning","type":"spell","img":"icons/magic/lightning/bolt-forked-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136178,"definitionId":2024,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Chain Lightning","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.9TcAyP6L8ewz5Cye"}},"system":{"description":{"value":"You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
","chat":"","unidentified":""},"source":"PHB pg. 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":150,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tUXMXfo0DCaTxu6e","name":"Wall of Ice","type":"spell","img":"icons/magic/light/beam-rays-blue-large.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138920,"definitionId":2293,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":285,"sourceType":1}],"tags":["Damage","Control"],"pack":"dnd5e.spells","originalItemName":"Wall of Ice","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.w28CAAWg8RRbZswV"}},"system":{"description":{"value":"You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
","chat":"","unidentified":""},"source":"PHB pg. 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":100,"width":null,"units":"ft","type":"wall"},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d6","cold"]],"versatile":"5d6"},"formula":"","save":{"ability":"dex","dc":0,"scaling":"spell"},"level":6,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A small piece of quartz","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"2d6"},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"QL6emdS0M13VLzIj","name":"Stoneskin","type":"spell","img":"icons/magic/defensive/shield-barrier-flaming-diamond-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138805,"definitionId":2266,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":278,"sourceType":1}],"tags":["Buff"],"pack":"dnd5e.spells","originalItemName":"Stoneskin","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.LkeLDYYm1aCpgYWj"}},"system":{"description":{"value":"This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":4,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"Diamond dust worth 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"XkOmCrA11lPTPgXE","name":"Mage Armor","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[{"_id":"cfwMU7LuOJ619Lny","changes":[{"key":"system.attributes.ac.calc","value":"mage","mode":5,"priority":null}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","label":"Mage Armor","origin":"Compendium.dnd5e.spells.CKZTpZlxj7hjjo2H","transfer":true,"flags":{},"tint":null}],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138431,"definitionId":2172,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"pack":"dnd5e.spells","originalItemName":"Mage Armor","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":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.OLLzI3sJ0HA8ziZV"}},"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":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Aw3oqN25HLMyD149","name":"Magic Missile","type":"spell","img":"icons/magic/fire/projectile-meteor-salvo-light-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138444,"definitionId":2176,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":257,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Magic Missile","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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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-spells.xQ2GCAy1oV7gU0iC"}},"system":{"description":{"value":"You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe myrmidon makes three flail attacks.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
\nThe myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.
\nMagic Weapons. The myrmidon’s weapon attacks are magical.
The wood woad makes two attacks with its club.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.
\nIn the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).
The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
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The Half-Red Dragon Veteran attacks with its Longsword.
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The Half-Red Dragon Veteran attacks with its Heavy Crossbow.
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\n\n
The veteran exhales ice in a 15-foot cone. Each creature in that area must make a Dexterity saving throw.
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The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe swashbuckler makes three attacks: one with a dagger and two with its rapier.
\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
The sword wraith makes two weapon attacks. one with the longsword one with his mace
The Sword Wraith Commander uses Multiattack.
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\nTo use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander’s turn on the same initiative count.
\nAs a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.
The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.
A heavy bludgeoning weapon mounted to the end of a metal club. The head features spikes and blades designed to puncture armor and shatter the bones below.
Disabels shields
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
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The Cultist attacks with their Scimitar.
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\nFriends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.
\nMelee Weapon Attack:+6 to hit,, 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
The Ogre attacks with its Greatclub.
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The Ogre attacks with its Javelin.
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{"_id":"YXqzp43ml9umBLEG","name":"Grudash","type":"npc","img":"ddb-images/other/Bilder%20Grau/hochzeitsg%C3%A4ste/Grudash.png","items":[{"name":"Multiattack","type":"feat","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Multiattack.","fullName":"Multiattack."}},"img":"icons/skills/melee/strike-weapons-orange.webp","_id":"7tmquho9y1ejsaj6","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks.
\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands.
\nMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
\nUp to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.
\nAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).
Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
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\n
- A story overheard from The Friendly Flumph Inn
\nWho among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!
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\nDie Grossaxt besteht aus einem Stab aus Mahagoni-Holz und einem Verzierten Kopf aus Schwarz-Stahl, bei dem 2 Axtblätter aus reiner Magie entspringen, wenn der Knopf am unteren Ende des Griffes betätigt wird.
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","chat":"You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
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\n\n
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\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 40","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":2,"version":"3.2.7","baseName":"Half-Orc","moreDetailsUrl":"/races/2-half-orc","baseRaceId":2,"baseRaceName":"Half-Orc","fullName":"Half-Orc","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/385/636327460616726799.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/465/636274570629837473.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/466/636274570630462055.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Half-Orc.jpeg","_id":"5qeuMVn3bFVpcAMU","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593684,"modifiedTime":1670776593684,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
","chat":"","unidentified":""},"source":"Basic Rules pg 41","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":57,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"_id":"roHtPX52su0UALdd","img":"icons/creatures/magical/construct-iron-stomping-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593689,"modifiedTime":1670776593689,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Savage Attacks","type":"feat","system":{"description":{"value":"When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.\n\n
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
","chat":"","unidentified":""},"source":"Barbarian","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":52,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"1LhUZCK7bRG1jV7E","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":"10.291","createdTime":1670776593694,"modifiedTime":1670776593694,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Reckless Attack","type":"feat","system":{"description":{"value":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
","chat":"","unidentified":""},"source":"Barbarian","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":53,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}},"favtab":{"isFavorite":true}},"_id":"3XWpSbrFrNIndImq","img":"icons/skills/melee/blade-tips-triple-bent-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593697,"modifiedTime":1670776593697,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Danger Sense","type":"feat","system":{"description":{"value":"At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
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","chat":"","unidentified":""},"source":"Barbarian","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":"","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":61,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"n1RgARCQZi72myHI","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593709,"modifiedTime":1670776593709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fast Movement","type":"feat","system":{"description":{"value":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
","chat":"","unidentified":""},"source":"Barbarian","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":62,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":10,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"pyPuQZrkzRvNpYvZ","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593711,"modifiedTime":1670776593711,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feral Instinct","type":"feat","system":{"description":{"value":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
","chat":"","unidentified":""},"source":"Barbarian","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":63,"type":"class","dndbeyond":{"requiredLevel":7,"displayOrder":11,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"WcmDfOYAAywKKpRE","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593715,"modifiedTime":1670776593715,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brutal Critical","type":"feat","system":{"description":{"value":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
"},"alignment":"Chaotic Neutral","race":"Half-Orc","background":"Outlander","originalClass":"3ssdZbHUOZGLPUmu","xp":{"value":2700,"min":0,"max":300},"appearance":"Gender: male\nEyes: Green\nHeight: 2m\nHair: Grau\nSkin: White\nAge: 23\nWeight: 200\n\nnull","trait":"I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.\nI feel far more comfortable around animals than people.","ideal":"Change. Life is like the seasons, in constant change, and we must change with it. 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Endurance"},"tertiary":{"value":null,"max":null,"sr":false,"lr":false,"label":""}}},"ownership":{"default":0,"2BWxk8mi8GysbUOf":3},"prototypeToken":{"name":"Gradash","displayName":30,"actorLink":true,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{"monks-tokenbar":{"include":"default"},"splatter":{"bloodColor":""},"monks-little-details":{"token-combat-animation":"","token-highlight":""},"perfect-vision":{"visionRules":"default","monoVisionColor":"","sightLimit":null,"light":{}},"core":{"priority":null},"healthEstimate":{"dontMarkDead":false,"hideHealthEstimate":false,"hideName":false}},"randomImg":false,"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"ddb-images/characters/Gradash.jpeg","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":60,"brightness":0,"visionMode":"darkvision","color":null,"attenuation":0,"saturation":-1,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":null,"modifiedTime":1675630874304,"lastModifiedBy":"2BWxk8mi8GysbUOf"}} {"_id":"aQhwBgNoEtcoJBYs","name":"Merrygold Brightshine","type":"npc","img":"ddb-images/other/Merrygold%20Brightshine.png","items":[{"_id":"bndaCEOeIP8RgbU1","name":"Chain Shirt","type":"equipment","img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","effects":[],"folder":null,"sort":500001,"flags":{},"system":{"description":{"value":"Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attunement":0,"equipped":true,"rarity":"common","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":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"J12x6xIwx1aCEm1e","name":"Spellcasting","type":"feat","img":"icons/magic/light/beam-rays-magenta-large.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
\nCantrips (at will): light, sacred flame, thaumaturgy
\n1st level (4 slots): cure wounds, guiding bolt, sanctuary
\n2nd level (3 slots): lesser restoration, spiritual weapon
\n3rd level (2 slots): dispel magic, spirit guardians
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"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":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xjPENqE1TkASETCm","name":"Sacred Flame","type":"spell","img":"icons/magic/lightning/bolt-strike-smoke-yellow.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tH6t3jEFN0mV3rkr","name":"Thaumaturgy","type":"spell","img":"icons/magic/perception/eye-ringed-glow-angry-teal.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You create one of the following magical effects within range:
\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IuZhkaFDV6WSInX2","name":"Guiding Bolt","type":"spell","img":"icons/magic/lightning/bolt-strike-beam-purple.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
\nHigher 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":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"v6PLMmOtGJLqMa0M","name":"Sanctuary","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.
\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6feFqORsAsNUdDcU","name":"Lesser Restoration","type":"spell","img":"icons/magic/life/heart-cross-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
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\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
\nHigher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
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\nHigher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra radiant damage to a target on a hit.
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The skeleton has advantage on saving throws against spells and other magical effects.
The skeleton is immune to effects that turn undead.
A spear-tipped metal shaft accompanied by a crescent blade, the halberd is a strong defensive weapon which allows a warrior to fend off foes using the reach of the shaft to attack from safe distance.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe captain makes three attacks: one with its hand crossbow and two with its longsword.
\nThe Pirate Captain uses Multiattack.
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\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
\nThe captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
The captain has advantage on ability checks and saving throws to resist being knocked prone.
Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
\nMade from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
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The Gladiator attacks with their Spear.
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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.
Ammunition
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These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Firearm bullets are used with a weapon that has the reload property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a case, or other container is part of the attack (you need a free hand to load a one-handed weapon).
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A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":250,"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":[],"versatile":""},"formula":"","save":{"ability":"con","dc":15,"scaling":"flat"},"consumableType":"poison"},"effects":[],"sort":500000,"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"mypCoNxKlHM5FybZ":3},"flags":{"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},"core":{"sourceId":"Item.gczBufbYSZMyuQj0"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1668344783541,"modifiedTime":1671397996364,"lastModifiedBy":"mypCoNxKlHM5FybZ"},"_id":"Gd6gUaQnlhuNpLKO"},{"folder":"AtVnSGOUipkDnS5r","name":"Assassins Blood","type":"consumable","img":"icons/consumables/potions/bottle-corked-red.webp","system":{"description":{"value":"A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
","chat":"","unidentified":""},"source":"","quantity":2,"weight":0,"price":150,"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":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat"},"consumableType":"poison"},"effects":[],"sort":600000,"ownership":{"default":0,"NKXwoX82cTxPYATP":3,"mypCoNxKlHM5FybZ":3},"flags":{"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},"core":{"sourceId":"Item.DdzbM4M91Dd9gEUo"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1668344388716,"modifiedTime":1671397996364,"lastModifiedBy":"mypCoNxKlHM5FybZ"},"_id":"bdfYxzbXqvJvdjxi"},{"name":"Indomitable","type":"feat","system":{"description":{"value":"You can reroll a saving throw that you fail - you must use the new roll. You can use this [[/roll @scale.fighter.indomitable]] times per long rest.\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 \nThis archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@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.
\n\n","chat":"","unidentified":""},"source":"","identifier":"gunslinger","classIdentifier":"fighter","advancement":[{"_id":"RvOiLctA1DF5gvxL","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"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"NEvwWZyU6em08cHG","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.dKwyJEq5jNNN4shq"]},"value":{},"level":7,"title":"Features","icon":"","classRestriction":""},{"_id":"B86n6J3jqXpaVGDg","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ZvEaWoaGz7YlnOEj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"Fslj8hsbZV5DsJFk","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.hvDtzgVE5ZK8TcvH"]},"value":{},"level":15,"title":"Features","icon":"","classRestriction":""},{"_id":"qFBl7Lhkn017tKjx","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.0Jc7jHGLYpZoBOnI","Compendium.world.ddb-graus-dnd-class-features.RJb0bYB0cg1pejH7"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":86361505,"id":1316,"importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Gunslinger"}}},"_id":"i2dPaapQrrB2IGRT","img":"icons/skills/melee/hand-grip-sword-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704136,"modifiedTime":1670153704136,"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.
\n\n","chat":"","unidentified":""},"source":"","identifier":"the-hexblade","classIdentifier":"warlock","advancement":[{"_id":"Mxtmm4kktXtU508Z","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"]},"value":{},"level":1,"title":"Features","icon":"","classRestriction":""},{"_id":"57x4AMHdpZaD46bT","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ekHZJrYrcuqpHFMk"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"caFBph2nfJprGMCW","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.bL3m3xnRRapfLEUx"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"12Btr58NG3crqzmb","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.K41iWozsnXSs3Gmf"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":86362338,"id":115,"importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"The Hexblade"}}},"_id":"yBeruzMw7Sqst1Go","img":"icons/skills/targeting/crosshair-scope-sniper-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704179,"modifiedTime":1670153704179,"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:
\nIn the Land of the Mists, power and dread lie in the simple question “What happened to me?”
\nLineages
+2 to an Ability Score and +1 to One Other Ability Score, or, +1 to Three Different Ability Scores
Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.
\nReborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.
\nRather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost Memories table to inspire its details.
\nd6 | \nMemory | \n
---|---|
1 | \nYou recall a physically painful moment. What mark or scar on your body does it relate to? | \n
2 | \nA memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way? | \n
3 | \nYou recall a childhood memory. What about that event or who you were still influences you? | \n
4 | \nA memory brings with it the voice of someone once close to you. How do they advise you? | \n
5 | \nYou recall enjoying something that you can’t stand doing now. What is it? Why don’t you like it now? | \n
6 | \nA memory carries a vivid smell or sensation. What are you going to do to recreate that experience? | \n
Reborn might originate from circumstances similar to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.
\nd8 | \nOrigins | \n
---|---|
1 | \nYou were magically resurrected, but something went wrong. | \n
2 | \nStitches bind your body’s mismatched pieces, and your memories come from multiple different lives. | \n
3 | \nAfter clawing free from your grave, you realized you have no memories except for a single name. | \n
4 | \nYou were a necromancer’s undead servant for years. One day, your consciousness returned. | \n
5 | \nYou awoke in an abandoned laboratory alongside complex designs for clockwork organs. | \n
6 | \nYou were released after being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{petrified} for generations. Your memories have faded, though, and your body isn’t what it once was. | \n
7 | \nYour body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs. | \n
8 | \nIn public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you. | \n
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
\nHar’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your perfectly preserved remains.
\nLamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
\nMordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
\n\nAbility Score Increases
\nWhen determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
\nYour class’s “Quick Build” section offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
\nIf you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
\n\nLanguages
\nYour character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
\nIf you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
\n\nCreature Type
\nEvery creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
\nHere’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
\n\nCreature Type
\nYou are a Humanoid.
\n\nSize
\nYou are Medium or Small. You choose the size when you gain this lineage.
\n\nSpeed
\nYour walking speed is 30 feet.
\n\nAncestral Legacy
\nIf you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
\nIf you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
\n\nDeathless @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}
\nYou have escaped death, a fact represented by the following benefits:
\nKnowledge from a Past Life
\nYou temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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","chat":"","unidentified":""},"source":"Van Richten’s Guide to Ravenloft pg 21","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":5862532,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":100},"importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"race"}}},"_id":"ObHymRZyCkck1Tre","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":1670153704446,"modifiedTime":1670153704446,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Ancestral Legacy: Medicine","type":"feat","system":{"description":{"value":"If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.\n\n
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
\nIf you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
\n \n\n
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
\nIf you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
\n \n\n
You have escaped death, a fact represented by the following benefits:
\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.
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":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":"Gunslinger","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"AhPDBtDxtRxaWPL5","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":1670153704465,"modifiedTime":1670153704465,"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":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":6241,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"RTwF6Y4iMgDRftla","img":"icons/weapons/guns/gun-pistol-brass.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704468,"modifiedTime":1670153704468,"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.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40905,"type":"class","dndbeyond":{"requiredLevel":7,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"QD2O1xPxFYIgdJ6U","img":"icons/weapons/guns/gun-pistol-flintlock-metal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704495,"modifiedTime":1670153704495,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Disarming 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 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.
","chat":"","unidentified":""},"source":"Fighter : Gunslinger","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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Disarming Shot","choiceId":"3-9789-203321540","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"HE5OMW2SBq9q3dep","img":"icons/weapons/guns/gun-pistol-flintlock-metal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704498,"modifiedTime":1670153704498,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Violent 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 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":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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Violent Shot","choiceId":"3-9790-182089653","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"X9Bgep8zXK3pIzSE","img":"icons/skills/ranged/cannon-barrel-firing-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704500,"modifiedTime":1670153704500,"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":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":40990,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Piercing Shot","choiceId":"3-9791-203321608","componentId":40990,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter : Gunslinger"},"class":"Fighter","subclass":"Gunslinger","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"VNrS5I3QcyPVpxfj","img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704512,"modifiedTime":1670153704512,"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":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":386,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"_id":"t8IfTrseY6PgYY2j","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":1670153704514,"modifiedTime":1670153704514,"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":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":387,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"_id":"5inuwH6o46N9GDJS","img":"icons/skills/wounds/blood-spurt-spray-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704522,"modifiedTime":1670153704522,"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":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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Devil’s Sight","choiceId":"3-1-182097326","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"_id":"k1W1Mh7egHFXoxAf","img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704527,"modifiedTime":1670153704527,"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":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":388,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Armor of Shadows","choiceId":"3-2-203322875","componentId":388,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Warlock"},"class":"Warlock","subclass":"The Hexblade","importId":"c00E31XJ15k7ih3d"},"obsidian":{"source":{"type":"class","text":"Warlock"}}},"_id":"GSXMEuN3yz30KvqK","img":"icons/magic/water/bubbles-air-water-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704530,"modifiedTime":1670153704530,"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:
\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
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
\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 temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\n \n\n
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
\nYou 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":null,"type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"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,"value":"the petrified eye of a newt"},"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":86362338,"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":"3.1.23","importId":"c00E31XJ15k7ih3d"},"spell-class-filter-for-5e":{"parentClass":"warlock"},"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}},"_id":"MOSQ0OlZBBa6B2k6","img":"icons/magic/perception/silhouette-stealth-shadow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670153704626,"modifiedTime":1674418249243,"lastModifiedBy":"mypCoNxKlHM5FybZ"}},{"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":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"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,"value":""},"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":86362338,"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":"3.1.23","importId":"c00E31XJ15k7ih3d"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"_id":"M8aoF3vDIF8ewvIl","img":"icons/magic/water/projectile-ice-faceted-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704628,"modifiedTime":1670153704628,"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":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":"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":86362338,"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":"3.1.23","importId":"c00E31XJ15k7ih3d"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"_id":"E7DofHJOTEcwz3tc","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":1670153704630,"modifiedTime":1670153704630,"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":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"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,"value":""},"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":86362338,"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":"3.1.23","importId":"c00E31XJ15k7ih3d"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"_id":"vadRfPndTlBeXfIc","img":"icons/commodities/biological/tentacle-purple-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704632,"modifiedTime":1670153704632,"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":"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":86362338,"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":"3.1.23","importId":"c00E31XJ15k7ih3d"},"spell-class-filter-for-5e":{"parentClass":"warlock"}},"_id":"MKrrIOVVVRsxWTH5","img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153704634,"modifiedTime":1670153704634,"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.
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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.
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 .
Verursacht keinen Schaden, füllt aber einen 20-Fuß-Radius mit Rauch (als verhüllender Nebel behandeln), der 1 Minute lang anhält.
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","chat":"Your 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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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 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.
\nYou 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.
\nAs 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.
\nSkill Proficiencies: Choose two from among Deception, Insight, Persuasion, and 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
\n\nFEATURE: EAR TO THE GROUND
\nYou 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
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.
\nFor 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.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
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.
","public":"Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and 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.
\nYou 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.
\nAs 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.
\nSkill Proficiencies: Choose two from among Deception, Insight, Persuasion, and 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
\n\nFEATURE: EAR TO THE GROUND
\nYou 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
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.
\nFor 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.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
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.
"},"alignment":"Lawful Evil","race":"Reborn","background":"Urban Bounty Hunter","originalClass":"","xp":{"value":85000,"min":0,"max":300},"appearance":"null","trait":"Lawful Evil
","ideal":"","bond":"","flaw":"","attunedItemsMax":"3","attunedItemsCount":2,"maxPreparedSpells":0,"gender":"Mann ","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":"","notes1":{"value":"Vorwurfsvoller hexblade Dämon
"},"notes":{"value":"Travs 1
ddb-images/characters/Travs%201.png
Travs 2
ddb-images/characters/Travs%202.png
Travs 3
ddb-images/characters/Travs%203.png
Travs 4
ddb-images/characters/Travs%204.png
Travs 5
ddb-images/characters/Travs%205.png
Travs 6
ddb-images/characters/Travs%206.png
Travs 7
ddb-images/characters/Travs%207.png
Travs 8
ddb-images/characters/Travs%208.png
The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
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It takes 5 (1d10) force damage if it ends its turn inside an object.
The ghost can move through other creatures and objects as if they were difficult terrain.
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The Ghost attacks with its Withering Touch.
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A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Each non-undead creature within 60 ft. of the ghost that can see it must succeed make a Wisdom saving throw. A target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
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The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
One humanoid that the ghost can see within 5 ft. of it must make a Charisma saving throw.
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{"name":"Scaly Eye Member 7","type":"npc","img":"ddb-images/other/Bilder%20Grau/Bronce%20Shrine/Swashbuckler%207.png","items":[{"name":"Multiattack","type":"feat","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Multiattack.","fullName":"Multiattack."}},"img":"icons/skills/melee/strike-weapons-orange.webp","_id":"623qkhdbwvr4z6la","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"The swashbuckler makes three attacks: one with a dagger and two with its rapier.
\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
The monk makes two attacks.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.
\nRanged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
\nWhile the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Melee Weapon Attack:+7 to hit,, 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
The Troll attacks with its Bite.
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The Troll attacks with its Claw.
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\nMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
\nMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
\nRanged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.
\nThe yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.
The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
1/day: fear
The yuan-ti has advantage on saving throws against spells and other magical effects.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.
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While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
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Crowe","type":"character","img":"ddb-images/characters/Velvet-Crowe.jpeg","items":[{"_id":"6Io97ju8EnTMpOEy","name":"Way of the Long Death","type":"subclass","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"subclassDefinitionId":81380532,"id":76,"importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Way of the Long Death"}}},"system":{"description":{"value":"Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying.
@Compendium[world.ddb-graus-dnd-class-features.GrP9GRDzfiM0YdB1]{Touch of Death}
\nStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
\n\n@Compendium[world.ddb-graus-dnd-class-features.xa8TQjienAS0MObM]{Hour of Reaping}
\nAt 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.Frightened]{frightened} of you until the end of your next turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.PjM7BPrpvB7S2RkR]{Mastery of Death}
\nBeginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
\n\n@Compendium[world.ddb-graus-dnd-class-features.MmsqK12avi97DmsZ]{Touch of the Long Death}
\nStarting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"way-of-the-long-death","classIdentifier":"monk","advancement":[{"_id":"wz1cx92pebm6d99l","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.GrP9GRDzfiM0YdB1"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"tjrbuu49srsmaex9","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.xa8TQjienAS0MObM"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"9myvzbd9rnmxqoar","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.PjM7BPrpvB7S2RkR"]},"value":{},"level":11,"title":"Features","icon":"","classRestriction":""},{"_id":"45o4ipzovco1rnxn","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.MmsqK12avi97DmsZ"]},"value":{},"level":17,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GYyNofzn3hetsYZd","name":"Monk","type":"class","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":81380532,"definitionId":11,"entityTypeId":1446578651,"importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection
\nHit Die: d8
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity
Hit Points
\nHit Dice: 1d8 per monk level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
\nArmor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from @Compendium[dnd5e.rules.Using Each Ability]{Acrobatics}, @Compendium[dnd5e.rules.Using Each Ability]{Athletics}, @Compendium[dnd5e.rules.Using Each Ability]{History}, @Compendium[dnd5e.rules.Using Each Ability]{Insight}, @Compendium[dnd5e.rules.Using Each Ability]{Religion}, and @Compendium[dnd5e.rules.Using Each Ability]{Stealth}
@Compendium[world.ddb-graus-dnd-class-features.z7TH0gVFwNV4KQ7x]{Unarmored Defense}
\nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
\n\nMartial Arts
\nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
\n\nKi
\nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n\nUnarmored Movement
\nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
\n\nMonastic Tradition
\nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
\n\nDeflect Missiles
\nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
\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\nSlow Fall
\nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.xDXoKp6OWmoVh8OB]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nStunning Strike
\nStarting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be @Compendium[dnd5e.rules.Stunned]{stunned} until the end of your next turn.
\n\nKi-Empowered Strikes
\nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
\n\n@Compendium[world.ddb-graus-dnd-class-features.C04li7ZPBS269118]{Evasion}
\nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
\n\nStillness of Mind
\nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be @Compendium[dnd5e.rules.Charmed]{charmed} or @Compendium[dnd5e.rules.Frightened]{frightened}.
\n\nUnarmored Movement Improvement
\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
\n\nPurity of Body
\nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
\n\nTongue of the Sun and Moon
\nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
\n\nDiamond Soul
\nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ulcToRKm07lV2Qr0]{Timeless Body}
\nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
\n\nEmpty Body
\nBeginning at 18th level, you can use your action to spend 4 ki points to become @Compendium[dnd5e.rules.Invisible]{invisible} for 1 minute. During that time, you also have resistance to all damage but force damage.
\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.
\n\nPerfect Self
\nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nElves are a magical people of otherworldly grace, living in the world but not entirely part of it.
\nRacial Traits
+2 Dexterity, @Compendium[dnd5e.rules.Darkvision]{Darkvision}, Keen Senses, Fey Ancestry, Trance
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.
\nThe sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
\n\n@Compendium[dnd5e.rules.Darkvision]{Darkvision}
\nAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nKeen Senses
\nYou have proficiency in the @Compendium[dnd5e.rules.Using Each Ability]{Perception} skill.
\n\nFey Ancestry
\nYou have advantage on saving throws against being @Compendium[dnd5e.rules.Charmed]{charmed}, and magic can’t put you to sleep.
\n\nTrance
\nElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
\n\nAbility Score Increase
\nYour Dexterity score increases by 2.
\n\nLanguages
\nYou can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
\n\nAge
\nAlthough elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
\n\nSize
\nElves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\nElf Weapon Training
\nYou have proficiency with the longsword, shortsword, shortbow, and longbow.
\n\nCantrip
\nYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
\n\nExtra Language
\nYou can speak, read, and write one extra language of your choice.
\n\nAbility Score Increase
\nYour Intelligence score increases by 1.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook","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":"Elf","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rWVrs18aaLaEWvWf","name":"Darkvision","type":"feat","img":"icons/magic/perception/eye-ringed-glow-angry-small-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":11,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \n\n
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou have proficiency in the @Compendium[dnd5e.rules.Using Each Ability]{Perception} skill.
","chat":"You have proficiency in the @Compendium[dnd5e.rules.Using Each Ability]{Perception} skill.
","unidentified":""},"source":"Basic Rules pg 23","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"l71ti7DLPbR0jiPU","name":"Fey Ancestry","type":"feat","img":"icons/creatures/mammals/elk-moose-marked-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":13,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You have advantage on saves against being @Compendium[dnd5e.rules.Charmed]{charmed}, and magic can’t put you to sleep.\n\n
You have advantage on saving throws against being @Compendium[dnd5e.rules.Charmed]{charmed}, and magic can’t put you to sleep.
\n \n\n
You have advantage on saving throws against being @Compendium[dnd5e.rules.Charmed]{charmed}, and magic can’t put you to sleep.
\n \n\n
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
\n \n\n
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
\n \nYou have proficiency with the longsword, shortsword, shortbow, and longbow.
","chat":"You have proficiency with the longsword, shortsword, shortbow, and longbow.
","unidentified":""},"source":"Basic Rules pg 23","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bOwRCqS0fHbeVvoJ","name":"Cantrip: Control Flames","type":"feat","img":"icons/sundries/documents/document-symbol-eye.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":20,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":300,"choice":{"label":"Control Flames","choiceId":"4-192-33590694","componentId":20,"componentTypeId":1960452172,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"race"}},"importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.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.
\n\n
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
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.
\n \nYou 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.
\n\n
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
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.
\n \nYou can speak, read, and write one extra language of your choice.
","chat":"You can speak, read, and write one extra language of your choice.
","unidentified":""},"source":"Basic Rules pg 24","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"UfuVMhTdH4nNteMF","name":"Unarmored Defense","type":"feat","img":"icons/magic/control/silhouette-hold-change-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":226,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
","chat":"Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
","unidentified":""},"source":"Monk","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"LBE8NI9d2Gjw3lxm","name":"Martial Arts","type":"feat","img":"icons/skills/melee/unarmed-punch-fist.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":227,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":{"id":2,"level":5,"description":"d6","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},"levelScales":[{"id":1,"level":1,"description":"d4","dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"fixedValue":null},{"id":2,"level":5,"description":"d6","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},{"id":3,"level":11,"description":"d8","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":4,"level":17,"description":"d10","dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"1d10"},"fixedValue":null}],"limitedUse":[{"level":null,"uses":1}],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
","chat":"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
","unidentified":""},"source":"Monk","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":[["@scale.monk.martial-arts"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"zwgxgKG9TY2hFfyb","name":"Ki","type":"feat","img":"icons/magic/light/explosion-beam-impact-silhouette.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":228,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
","chat":"Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
","unidentified":""},"source":"Monk","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":"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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"3gNEcq7TSScz7ADt","name":"Unarmored Movement","type":"feat","img":"icons/magic/nature/root-vine-entangle-foot-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":229,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.
","chat":"Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
\nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.
","unidentified":""},"source":"Monk","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"DbGVaIWT6T4pbYMr","name":"Monastic Tradition","type":"feat","img":"icons/magic/nature/tree-roots-glow-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":230,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":7,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
","chat":"When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
","unidentified":""},"source":"Monk","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"EvLiQC8SMerl40yo","name":"Extra Attack","type":"feat","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":234,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":11,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
","chat":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
","unidentified":""},"source":"Monk","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":"","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"4K5jfblh0rpMvWkj","name":"Ki-Empowered Strikes","type":"feat","img":"icons/magic/fire/flame-burning-fist-strike.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":236,"type":"class","dndbeyond":{"requiredLevel":6,"displayOrder":13,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
","chat":"Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
","unidentified":""},"source":"Monk","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HmPvw0LaObwMQJ5I","name":"Evasion","type":"feat","img":"icons/magic/light/beam-red-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":237,"type":"class","dndbeyond":{"requiredLevel":7,"displayOrder":15,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Monk"},"class":"Monk","subclass":"Way of the Long Death","importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"class","text":"Monk"}}},"system":{"description":{"value":"At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
","chat":"At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
","unidentified":""},"source":"Monk","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"lASkPQuLZNDSm7Y1","name":"Background","type":"background","img":"icons/skills/trades/academics-book-study-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":24,"type":"background","entityTypeId":1669830167,"dndbeyond":{},"importId":"pixskf9x0ridp87x"},"obsidian":{"source":{"type":"background"}}},"system":{"description":{"value":"Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that organization, but who serve as its hands, head, and heart.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that organization, but who serve as its hands, head, and heart.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
\n
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
\n \n\n
Bonus action, when you use the Attack action with an unarmed strike or a monk weapon.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
\n \n\n
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
\n \n\n
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
\n \n\n
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
\nSome of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
\nKi save DC = 8 + your proficiency bonus + your Wisdom modifier
\nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
\nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn.
\nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
\n \n\n
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
\n \n\n
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
\n \n\n
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be @Compendium[dnd5e.rules.Stunned]{stunned} until the end of your next turn.
\n \n\n
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be @Compendium[dnd5e.rules.Stunned]{stunned} until the end of your next turn.
\n \n\n
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be @Compendium[dnd5e.rules.Charmed]{charmed} or @Compendium[dnd5e.rules.Frightened]{frightened}.
\n \n\n
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be @Compendium[dnd5e.rules.Charmed]{charmed} or @Compendium[dnd5e.rules.Frightened]{frightened}.
\n \n\n
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
\n \n\n
Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
\n \n\n
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.Frightened]{frightened} of you until the end of your next turn.
\n \n\n
At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.Frightened]{frightened} of you until the end of your next turn.
\n \nProduced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nMagical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
\nEldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
","chat":"","unidentified":"Wondrous item"},"source":"Tasha’s Cauldron of Everything pg 126","quantity":1,"weight":0,"price":0,"attunement":2,"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":1,"max":1,"per":"day","recovery":"","description":""},"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"},"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,"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"B8rDXvba8cWwRZlf","name":"Quarterstaff","type":"weapon","img":"icons/weapons/staves/staff-simple-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Quarterstaff","damage":{"parts":[]},"classFeatures":["monkWeapon"],"restrictions":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[]},"id":679790711,"entityTypeId":1439493548,"containerEntityId":56783713,"containerEntityTypeId":1581111423,"definitionEntityTypeId":1782728300,"definitionId":12,"originalName":"Quarterstaff","version":"2.9.51","importId":"pixskf9x0ridp87x"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":false,"resource":true},"altValue":{"use":false,"resource":true}}},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
","chat":"","unidentified":"Quarterstaff"},"source":null,"quantity":1,"weight":4,"price":0.2,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod","bludgeoning"]],"versatile":"1d8[bludgeoning] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"quarterstaff","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":true,"toolType":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"mBr4lfGTD2blewtX","name":"Dart","type":"weapon","img":"icons/weapons/ammunition/arrows-war-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Dart","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[],"stackable":true},"id":679790719,"entityTypeId":1439493548,"containerEntityId":56783713,"containerEntityTypeId":1581111423,"definitionEntityTypeId":1782728300,"definitionId":16,"originalName":"Dart","version":"2.9.51","importId":"pixskf9x0ridp87x"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":false,"resource":true},"altValue":{"use":false,"resource":true}}},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"Proficiency with a dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.
","chat":"","unidentified":"Dart"},"source":null,"quantity":10,"weight":0.25,"price":0.05,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"dart","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":true,"toolType":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0ZjtPoCLKOvOOAay","name":"Backpack","type":"backpack","img":"icons/containers/bags/pack-simple-leather.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","tags":["Container"],"sources":[]},"id":679790710,"entityTypeId":1439493548,"containerEntityId":56783713,"containerEntityTypeId":1581111423,"definitionEntityTypeId":2103445194,"definitionId":20,"originalName":"Backpack","version":"2.9.51","importId":"pixskf9x0ridp87x"},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.
\nYou can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
","chat":"","unidentified":"Gear"},"source":null,"quantity":1,"weight":5,"price":2,"attunement":0,"equipped":true,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"baseItem":"","toolType":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"mzbWWonTPZoKbNnO","name":"Bedroll","type":"loot","img":"icons/sundries/survival/bedroll-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","tags":["Utility"],"sources":[],"stackable":true},"id":679790712,"entityTypeId":1439493548,"containerEntityId":679790710,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":24,"originalName":"Bedroll","version":"2.9.51","importId":"pixskf9x0ridp87x"},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
","chat":"","unidentified":"Gear"},"source":null,"quantity":1,"weight":7,"price":1,"attunement":0,"equipped":false,"rarity":"","identified":true,"baseItem":"","toolType":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"FEK7jEjB0XsIEdSn","name":"Mess Kit","type":"loot","img":"icons/tools/cooking/fork-steel-tan.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","tags":["Social","Utility"],"sources":[],"stackable":true},"id":679790713,"entityTypeId":1439493548,"containerEntityId":679790710,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":61,"originalName":"Mess Kit","version":"2.9.51","importId":"pixskf9x0ridp87x"},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
","chat":"","unidentified":"Gear"},"source":null,"quantity":1,"weight":1,"price":0.2,"attunement":0,"equipped":false,"rarity":"","identified":true,"baseItem":"","toolType":""},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"QMj1D1DSHOyyuLr1","name":"Rations (1 day)","type":"consumable","img":"icons/consumables/meat/hock-leg-pink-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","tags":["Social","Utility","Consumable"],"sources":[],"stackable":true},"id":679790716,"entityTypeId":1439493548,"containerEntityId":679790710,"containerEntityTypeId":1439493548,"definitionEntityTypeId":2103445194,"definitionId":75,"originalName":"Rations (1 day)","version":"2.9.51","importId":"pixskf9x0ridp87x"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
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A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Each non-undead creature within 60 ft. of the ghost that can see it must succeed make a Wisdom saving throw. A target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
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The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
One humanoid that the ghost can see within 5 ft. of it must make a Charisma saving throw.
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{"_id":"gB1JAIAlNBxJLro8","name":"Gnom Wache","type":"npc","img":"ddb-images/other/Bilder%20Grau/Dumanthoin%27s%20Gulch/Gnom%20Wache.png","items":[{"_id":"2reHgwNJRFbhmxqA","name":"Chain Shirt","type":"equipment","img":"icons/magic/control/debuff-chains-shackle-movement-red.webp","effects":[],"folder":null,"sort":200000,"flags":{},"system":{"description":{"value":"Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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The Guard attacks with its Spear.
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\n
- A story overheard from The Friendly Flumph Inn
\nWho among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!
\nThe statue makes two slam attacks.
\nMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
\nRanged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
\nWhile the statue remains motionless, it is indistinguishable from a normal statue.
The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
When not inhabited by an eidolon, the statue is an object.
The captain makes three attacks: one with its hand crossbow and two with its longsword.
\nThe Pirate Captain uses Multiattack.
","chat":"","unidentified":""},"source":"Ghosts of Saltmarsh","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":null,"dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Hand Crossbow","type":"weapon","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Hand Crossbow.","fullName":"Hand Crossbow."}},"img":"icons/weapons/crossbows/crossbow-simple-brown.webp","_id":"1mxe4rhii3j268xl","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
\nThe captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack).
The captain has advantage on ability checks and saving throws to resist being knocked prone.
Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
\nThe zombie makes three melee attacks.
\nThe Greater Zombie uses Multiattack.
","chat":"","unidentified":""},"source":"Tomb of Horrors","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":null,"dc":null,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Empowered Slam","type":"weapon","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Empowered Slam.","fullName":"Empowered Slam."},"betterRolls5e":{"quickDamage":{"context":{"0":"","1":""},"value":{"0":true,"1":true},"altValue":{"0":true,"1":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":false,"altValue":false},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"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}},"img":"icons/skills/melee/unarmed-punch-fist-blue.webp","_id":"yzqaz67b4po9amhu","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) bludgeoning damage and 7 (3d6) necrotic damage.
\nThe Greater Zombie attacks with its Empowered Slam.
","chat":"","unidentified":""},"source":"Tomb of Horrors","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[bludgeoning] + @mod","bludgeoning"],["3d6[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":true,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"ada":false,"mgc":false,"sil":false},"proficient":true,"requirements":"","recharge":{"value":null,"charged":null}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"name":"Turn Resistance","type":"feat","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Turn Resistance.","fullName":"Turn Resistance."}},"img":"icons/skills/toxins/poison-bottle-corked-fire-green.webp","_id":"o57zdo6lg3o44349","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"The zombie has advantage on saving throws against any effect that turns undead.
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Undead Nature. A greater zombie doesn't require air, food, drink, or sleep.
","public":""},"alignment":"Neutral Evil","race":"","type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"","cr":5,"spellLevel":0,"source":"Tomb of Horrors","xp":{"value":1800},"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"med","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":["cold","necrotic"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","exhaustion","frightened"],"custom":""},"languages":{"value":[],"custom":" Understands the languages it knew in life but can’t 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Zombie","displayName":20,"width":1,"height":1,"disposition":-1,"displayBars":40,"bar1":{"attribute":"attributes.hp"},"randomImg":false,"actorLink":false,"lockRotation":false,"rotation":0,"alpha":1,"bar2":{"attribute":null},"light":{"alpha":0.25,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"ddb-images/other/Bilder%20Grau/Iniarvs%20Turm/Greater%20zomby.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.286","createdTime":null,"modifiedTime":1664115245196,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"gb1nvZ8IyhjL3myN","name":"Mädchen","type":"npc","img":"ddb-images/other/M%C3%A4dchen.png","items":[{"_id":"HwktDnB8qdr0BYGZ","name":"Club","type":"weapon","img":"icons/weapons/clubs/club-simple-black.webp","effects":[],"folder":null,"sort":100000,"flags":{},"system":{"description":{"value":"Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":1,"attunement":0,"equipped":true,"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":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"lgt":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"meumqBwm8jfetqHO","sort":700000,"flags":{"ddbimporter":{"id":16829,"entityTypeId":779871897,"creatureGroup":null,"creatureFlags":[],"flatAC":true,"pack":"dnd5e.monsters","originalItemName":"Commoner","replaced":true},"monsterMunch":{"url":"https://www.dndbeyond.com/monsters/commoner","img":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","tokenImg":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","spellList":{"class":[],"pact":[],"atwill":[],"innate":[],"edgeCases":[]}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-monsters.hTAVdRYDvo2CMlMz"}},"system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"flat":10,"calc":"natural","formula":"","min":10},"hp":{"value":4,"max":4,"temp":null,"tempmax":null,"formula":"1d8","min":0},"init":{"ability":"","bonus":0,"value":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","prof":2,"spelldc":10,"spellLevel":0,"encumbrance":{"value":2,"max":150,"pct":1.3333333333333333,"encumbered":true}},"details":{"biography":{"value":"A label of pure disrespect the caste of citizens in our realm known as the “Commoner” are anything but! Commoners come in all races, social classes, professions, and personalities. Be they a sly Dragonborn merchant, a boisterous Human tavern owner, or an elvish glassblower of supreme skills, the commoner befits those often outside the nobility. Commoners may be intelligent or foolish, mighty or cowardly; certainly a commoner should be admired for their uniqueness in our world. A commoner may be found wherever humanoids exist: cities, villages, out on the roads, forests, mountains, anywhere that has felt the touch of humanoids you may find a commoner there.
\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nMelee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
The Zombie attacks with its Slam.
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If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw.
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\nRe: Your Brains. Zombies do retain quite a lot of their former selves in regards to their physical appearance. Zombies will still show the wounds or disease scars which slew them upon reanimating. The symptoms of decay will also be present as many freshly spawned zombies will be bloated, have patches of skin sloughing from their bodies, or even trailing entrails from exploded abdomens. While a zombie may resemble the person they were before, there is nothing at work within the head except mindless hunger. Zombies stumble through their existence in a perpetual state of mindlessness only able to heed their master’s orders. This fact of the zombie’s mind makes them invaluable warriors for a necromancer in need. Zombies are direct and will shamble off towards their quarry without so much as a second thought to their own safety. It’s been noted that some zombies have walked through fires or pits of acid in order to reach their enemies. Once they reach their target, zombies will pummel and bite at their enemy until either they or the enemy fall in the tussle. Zombies may also wield weapons, though not cleverly; zombies will not be able to reclaim a weapon should they be disarmed as the lack of weapon will simply drive them to claw with their broken hands. The magic which binds the zombie to the mortal plane is tricky to the uninitiated as well, so please be warned young adventurers! Should you fell a zombie, be aware that the creature may not be fully dead for the second time; you should always be sure to wait and see if the beast attempts to rise once more before wandering deeper into the dungeon.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
\nRanged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
\nAs a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.
The priest makes two melee attacks.
\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
\nThe priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
\nYou touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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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.
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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
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At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.
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As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
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Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
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If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
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The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target's movement or attacks.
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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.
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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
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Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
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\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
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If the saving throw is successful, the target is pushed out of the elemental's space.The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Each creature in the elemental's space must make a Strength saving throw. If it is Large or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a Strength check and succeeding.
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\nRanged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
\nThe flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
If the flameskull is destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball
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.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
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Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe knight makes two shortsword attacks.
\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
\nMelee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
\nThe knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.
The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn’t incapacitated and the knight doesn’t have disadvantage on the attack roll.
When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.
\nMelee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
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The Cultist attacks with their Scimitar.
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\nFriends on the Other Side. Cultists operate entirely in secrecy outside of the normal comings and goings of everyday life. What makes the cultist so fascinating is that they often attempt to blend seamlessly in with common folk: the barkeep at your favorite tavern, the guard near the gate, or even the dancer upon the stage may all be part of an underground community based ostensibly in evil. Now, to be clear, I do not encourage paranoia as cult activity is relatively rare in comparison to other, more immediate threats to our world; however, should a clever adventurer keep a keen eye out for secretive motions or gestures, odd symbols or markings, and even whispered code words, they can be certain they have stumbled into the workings of a cult. Quite commonly cultists align themselves with an ancient power trapped or dormant somewhere upon one of the more foul planes of existence. Their goals with this dark, godly force are myriad but often include control of a political structure, the deaths of hundreds if not thousands, or simply to sew despair and chaos across the realms of mortals. Unlike the desperate and cowardly bandits pushed to the brink by circumstance, cultists are often irredeemable foes. These men and women have been programed, brain-washed, or even directly controlled by their benefactor into the ways of darkness; often they are unfortunately unable to return to society once they have ingratiated themselves too deeply within the cult's network. Cults should always be handled and broken up with the utmost care; though the humanoid pawns behind the cult can be more easily dealt with, it should be remembered that cosmically evil forces may be at work and already set well into motion behind those pawns.
\nMelee Weapon Attack:+3 to hit,, 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
The Bandit attacks with their Scimitar.
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The Bandit attacks with their Light Crossbow.
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\nThe Good. We begin with those bandits who could be seen as “noble criminals”. These bandits consist of the most downtrodden of our nations, those citizens who have struggled through poverty and oppression to scrape out a meager existence clinging to any comfort they can grasp. Consider what would drive a person to commit something so desperate as robbery or open theft in a village street. Bandits of a nobler sort may still be selfish with their earnings, taking what they have stolen to enrich their own lives or those of immediate relations. There are some bandits, however, who seek to use their pilfered goods to improve the lives of the poorer community. Be aware that often these bandits are desperate and afraid, especially during the act of robbery. They are scared, driven to crime by poor circumstances, so they may not require violence to disperse as more often than not they will not physically harm their victims. Keep an open mind as you travel through the world young adventurer and remember that were the tables turned, you may wish for mercy for such a minor infraction.
\nThe Bad and Ugly. For every good-hearted soul stealing from those with too much and giving to the unfortunate, there is a truly villainous spirit lurking behind the brush of a nearby road, lying in wait for an unsuspecting victim. During your travels, adventurer, these sorts may be the most common instances of banditry you will experience. Armed with swords, clubs, and bows, the more nefarious of the bandit world prefer to ambush their prey from the shadows of hills and trees, catching traveling parties unaware. These treacherous thieves will attempt diversion and trickery in order to catch their quarry off guard should their crew be outnumbered. Bandits have no boundaries of borders or locale, so caution should be taken whether you walk upon a forested road or sail the high seas as you island hop for fame. Danger lurks in every corner of our world adventurer, be prepared and discerning should you encounter a party of brigands lest your career end well before your legend is written.
\nMelee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nThe swashbuckler makes three attacks: one with a dagger and two with its rapier.
\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
The swashbuckler makes three attacks: one with a dagger and two with its rapier.
\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
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The Veteran attacks with their Longsword.
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The Veteran attacks with its Heavy Crossbow.
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The Ghoul attacks with its Claws. If the target is a creature other than an elf or undead, it must make a Constitution saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
\nThe priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
\nYou touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
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This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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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.
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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
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At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.
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As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
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Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
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When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
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The target can also spend 5 feet of Movement to automatically escape from nonmagical restraints, such as Manacles or a creature that has it Grappled. Finally, being Underwater imposes no penalties on the target's movement or attacks.
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Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
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Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
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If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
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At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
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\n
- A story overheard from The Friendly Flumph Inn
\nWho among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!
\nMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
The Anchorite of Talos attacks with its Clawed Gauntlet (Humanoid Form Only).
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\nThe anchorite’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: augury, bless, lightning bolt (8d6 damage), revivify
3/day: thunderwave (2d8 damage)
The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
\nThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
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\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes extra slashing damage. If the target is a creature, it must make aStrength saving throw or be knocked prone.
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\nYou can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
\nWhen you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
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","chat":"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.
","unidentified":"Gear"},"source":null,"quantity":1,"weight":3,"price":25,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"","baseItem":"disg","ability":["int"],"chatFlavor":"","proficient":1,"bonus":"","uses":{"value":0,"max":0,"per":null},"critical":{"threshold":null,"damage":null}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"H5eDMAw0YAbuXfNJ","name":"Flute","type":"tool","img":"icons/tools/instruments/flute-simple-wood.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Tool","tags":["Instrument"],"sources":[],"stackable":true},"id":497628443,"entityTypeId":1439493548,"containerEntityId":47164947,"containerEntityTypeId":1581111423,"definitionEntityTypeId":2103445194,"definitionId":130,"originalName":"Flute","version":"2.7.1"},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false},"midi-qol":{"effectActivation":false},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickCheck":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
","chat":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
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","chat":"If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.
","unidentified":"Gear"},"source":null,"quantity":1,"weight":0,"price":0.5,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"","baseItem":"card","ability":["int"],"chatFlavor":"","proficient":0,"bonus":"","uses":{"value":0,"max":0,"per":null},"critical":{"threshold":null,"damage":null}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"KGQ0iolZ4VCmRzLb","name":"Viol","type":"tool","img":"icons/tools/instruments/lute-gold-brown.webp","effects":[],"folder":null,"sort":700000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.baoe3U5BfMMMxhCU"},"midi-qol":{"effectActivation":false},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickCheck":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"A viol to evoke awe, wonder, or fear in your audience.
\nIf you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":1,"price":30,"attunement":0,"equipped":true,"rarity":"common","identified":true,"toolType":"music","baseItem":"viol","ability":"cha","chatFlavor":"","proficient":1,"bonus":"","damage":{"parts":[]}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"k2GlWPO0TDQmrqej","name":"Longbow","type":"weapon","img":"icons/weapons/bows/longbow-leather-green.webp","effects":[],"folder":null,"sort":1900001,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.3cymOVja8jXbzrdT"}},"system":{"description":{"value":"A thick shaft of laminated wood is bowed by a taut string capable of launching deadly arrows at long distances.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":50,"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"ammo","target":"w26toaUX4Qkq3asq","amount":1},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"longbow","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":true},"ownership":{"default":0,"6gY6X1TOa0Yl4ERp":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"w26toaUX4Qkq3asq","name":"Arrow","type":"consumable","img":"icons/weapons/ammunition/arrow-head-war.webp","effects":[],"folder":null,"sort":900000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.3c7JXOzsv55gqJS5"},"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickAttack":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}},"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}},"system":{"description":{"value":"Standard ammunition used for bows of all varieties. These mundane arrows are made of smooth wooden shafts with goose feather fletching and hammer metal bodkins.
","chat":"","unidentified":""},"source":"PHB pg. 150","quantity":14,"weight":0.05,"price":0.05,"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":5,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":"","recovery":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"ownership":{"default":0,"6gY6X1TOa0Yl4ERp":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.287","createdTime":null,"modifiedTime":1665941958184,"lastModifiedBy":"6gY6X1TOa0Yl4ERp"}},{"_id":"wvlfXZhH0bDaahge","name":"Ōdachi","type":"weapon","img":"icons/weapons/swords/sword-guard-worn.webp","effects":[],"folder":null,"sort":200000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Greatsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":265,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434245,"originalName":"Acheron Blade, Greatsword"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":{"0":true},"altValue":{"0":true},"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"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":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.QGTlwiPaqs66HvFa"},"midi-qol":{"effectActivation":false,"fumbleThreshold":null},"midiProperties":{"nodam":false,"halfdam":false,"fulldam":false,"rollOther":false,"critOther":false,"concentration":false,"magicdam":false,"magiceffect":false,"toggleEffect":false}},"system":{"description":{"value":"The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
\nDisheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk.
","chat":"The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
\nDisheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk.
","unidentified":"Greatsword"},"source":"Explorer's Guide to Wildemount pg 265","quantity":1,"weight":6,"price":2320,"attunement":2,"equipped":true,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"1","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6r<=2 + @mod + 1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greatsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":true},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"LbsnWRVZnXlfSqLD","name":"Plate Armor","type":"equipment","img":"icons/equipment/chest/breastplate-cuirass-steel-grey.webp","effects":[],"folder":null,"sort":275000,"flags":{},"system":{"description":{"value":"Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
","chat":"","unidentified":""},"source":"PHB pg. 145","quantity":1,"weight":65,"price":1500,"attunement":0,"equipped":true,"rarity":"common","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":""},"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":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"6gY6X1TOa0Yl4ERp":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"QOzXqkeuwG3d5xVZ","name":"Potion of Healing (Normal)","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Healing","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":187,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4708,"originalName":"Potion of Healing (Normal)"},"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":[true],"altValue":[true],"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.1sO80eQpDnwsl4OO"}},"system":{"description":{"value":"You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
\nPotions of Healing
\nPotion of … | \nRarity | \nHP Regained | \n
---|---|---|
Healing | \nCommon | \n2d4 + 2 | \n
Greater healing | \nUncommon | \n4d4 + 4 | \n
Superior healing | \nRare | \n8d4 + 8 | \n
Supreme healing | \nVery rare | \n10d4 + 20 | \n
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
\nPotions of Healing
\nPotion of … | \nRarity | \nHP Regained | \n
---|---|---|
Healing | \nCommon | \n2d4 + 2 | \n
Greater healing | \nUncommon | \n4d4 + 4 | \n
Superior healing | \nRare | \n8d4 + 8 | \n
Supreme healing | \nVery rare | \n10d4 + 20 | \n
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
@Compendium[world.ddb-graus-dnd-class-features.2zKtMURAgEUVqhhS]{Bonus Proficiency}
\nWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
\n\n@Compendium[world.ddb-graus-dnd-class-features.DeMu4wUJ6IH8NH7f]{Fighting Spirit}
\nStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
\nYou can use this feature three times, and you regain all expended uses of it when you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.h4sooQNU3vHg1lWH]{Elegant Courtier}
\nStarting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) check, you gain a bonus to the check equal to your Wisdom modifier.
\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
\n\n@Compendium[world.ddb-graus-dnd-class-features.9D2bySF1c1ftnRMf]{Tireless Spirit}
\nStarting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
\n\n@Compendium[world.ddb-graus-dnd-class-features.CQ8pn9c861jyRNPb]{Rapid Strike}
\nStarting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.3HwPQL1eisvtEDQD]{Strength before Death}
\nStarting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
\nOnce you use this feature, you can’t use it again until you finish a long rest.
\n\n","chat":"","unidentified":""},"source":"","identifier":"samurai","classIdentifier":"fighter","advancement":[{"_id":"GMiH1sXH4Lhon75r","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"fighting-spirit","type":"numeric","scale":{"3":{"value":5},"10":{"value":10},"15":{"value":15}}},"value":{},"title":"Fighting Spirit","icon":""},{"_id":"l4lGfjsTlsJSROl6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.2zKtMURAgEUVqhhS","Compendium.world.ddb-graus-dnd-class-features.DeMu4wUJ6IH8NH7f"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"pxeDIbCW9dS5Vr7t","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.h4sooQNU3vHg1lWH"]},"value":{},"level":7,"title":"Features","icon":"","classRestriction":""},{"_id":"TrMSXAmZanngwMI4","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.9D2bySF1c1ftnRMf"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"b4g3AQ9NeMCDtqbd","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.CQ8pn9c861jyRNPb"]},"value":{},"level":15,"title":"Features","icon":"","classRestriction":""},{"_id":"9WbWHxItSBN2zTEU","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.3HwPQL1eisvtEDQD"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":83932083,"id":103,"importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"class","text":"Samurai"}}},"_id":"WBRGlIVlrhzQ9f8d","img":"icons/environment/wilderness/portal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672066,"modifiedTime":1670153672066,"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
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:
\nAn inspiring magician whose power echoes the music of creation
\nHit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma
Hit Points
\nHit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
@Compendium[world.ddb-graus-dnd-class-features.XBtjKFuGITaqWg1I]{Spellcasting}
\nYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
\n\nBardic Inspiration
\nYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n\nJack of All Trades
\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
\n\nSong of Rest
\nBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
\n\nBard College
\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jm7O5ZFdHiqtUCM1]{Expertise}
\nAt 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\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\nFont of Inspiration
\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
\n\nCountercharm
\nAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} ends early if you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n\nMagical Secrets
\nBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
\nYou learn two additional spells from any classes at 14th level and again at 18th level.
\n\nSuperior Inspiration
\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nIn the Land of the Mists, power and dread lie in the simple question “What happened to me?”
\nLineages
+2 to an Ability Score and +1 to One Other Ability Score, or, +1 to Three Different Ability Scores
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ.JournalEntryPage.0RBamBThjzeAdMSt]{darkvision}, and a life-draining bite.
\nWith unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
\nEvery dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
\nWhile many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
\nd6 | \nHunger | \n
---|---|
1 | \nBlood | \n
2 | \nFlesh or raw meat | \n
3 | \nCerebral spinal fluid | \n
4 | \nPsychic energy | \n
5 | \nDreams | \n
6 | \nLife energy | \n
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
\nd8 | \nOrigin | \n
---|---|
1 | \nYou are the reincarnation of an ancestor who was a vampiric tyrant. | \n
2 | \nYour pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. | \n
3 | \nYou survived being attacked by a vampire but were forever changed. | \n
4 | \nA parasite lives inside you. You indulge its hunger. | \n
5 | \nTragedy interrupted your transformation into an immortal. | \n
6 | \nYou are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. | \n
7 | \nOne of your parents was a vampire. | \n
8 | \nA radical experiment changed your body, making you reliant on others for vital fluids. | \n
When creating a dhampir, ask your DM if it makes sense for your character to have ties to one of the following Domains of Dread (detailed in chapter 3):
\nBarovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out.
\nDarkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you joined and advanced through their lesser ranks, known as the Kargatane, and were rewarded by being transformed into a dhampir.
\nI’Cath. At night, the starving city of I’Cath is overrun by vampiric jiangshi (described in chapter 5). You were left with a cold hunger after an encounter with one of these unquiet ancestors.
\n\nAbility Score Increases
\nWhen determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
\nYour class’s “Quick Build” section offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
\nIf you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
\n\nLanguages
\nYour character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
\nIf you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
\n\nCreature Type
\nEvery creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
\nHere’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
\n\nCreature Type
\nYou are a Humanoid.
\n\nSize
\nYou are Medium or Small. You choose the size when you gain this lineage.
\n\nSpeed
\nYour walking speed is 35 feet.
\n\nAncestral Legacy
\nIf you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
\nIf you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
\n\nDarkvision
\nYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
\n\nDeathless Nature
\nYou don’t need to breathe.
\n\nSpider Climb
\nYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
\n\nVampiric Bite
\nYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
\nWhen you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
\nYou can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\n\n","chat":"","unidentified":""},"source":"Van Richten’s Guide to Ravenloft","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":"Lineages","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"entityRaceId":397342,"version":"3.1.23","baseName":"Lineages","moreDetailsUrl":"/races/706719-lineages#Dhampir","baseRaceId":706719,"baseRaceName":"Lineages","fullName":"Dhampir","subRaceShortName":"Dhampir","isHomebrew":false,"isLegacy":false,"isSubRace":true,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/17747/387/637568588447773793.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Dhampir.jpeg","_id":"ukr11vQOeaOrM1Zq","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672518,"modifiedTime":1670153672518,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Creature Type","type":"feat","system":{"description":{"value":"You are a Humanoid.
","chat":"","unidentified":""},"source":"Van Richten’s Guide to Ravenloft pg 17","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":5862517,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":100},"importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"race"}}},"_id":"QQGm40PSX6zFAqzo","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":1670153672520,"modifiedTime":1670153672520,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Ancestral Legacy: Deception","type":"feat","system":{"description":{"value":"If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.\n\n
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
\nIf you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
\n \n\n
If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
\nIf you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
\n \nYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
","chat":"","unidentified":""},"source":"Van Richten’s Guide to Ravenloft pg 17","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":5862521,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":500},"importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"race"}}},"_id":"6sl7m4UvhmwzhTGH","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":1670153672550,"modifiedTime":1670153672550,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Deathless Nature","type":"feat","system":{"description":{"value":"You don’t need to breathe.
","chat":"","unidentified":""},"source":"Van Richten’s Guide to Ravenloft pg 17","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":5862522,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":600},"importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"race"}}},"_id":"8VV43TJfz3AYfkKO","img":"icons/skills/wounds/illness-disease-glowing-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672553,"modifiedTime":1670153672553,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spider Climb","type":"feat","system":{"description":{"value":"You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
","chat":"","unidentified":""},"source":"Van Richten’s Guide to Ravenloft pg 17","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":5862523,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":700},"importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"race"}}},"_id":"MZyu6uOxPKwaq0b7","img":"icons/creatures/invertebrates/spider-beetle-runed-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672556,"modifiedTime":1670153672556,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Vampiric Bite","type":"feat","system":{"description":{"value":"Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient.\n\n
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
\nWhen you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
\nYou can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\n \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.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
","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":"Great Weapon Fighting","choiceId":"3-0-176544285","componentId":191,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter"},"class":"Fighter","subclass":"Samurai","importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"_id":"xXzoIMGDO05N6yu7","img":"icons/skills/melee/strike-sword-steel-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672564,"modifiedTime":1670153672564,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spellcasting","type":"feat","system":{"description":{"value":"You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
","chat":"","unidentified":""},"source":"Bard","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":74,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard"},"class":"Bard","importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"b90VWPVNl9wHEtN9","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":1670153672579,"modifiedTime":1670153672579,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Jack of All Trades","type":"feat","system":{"description":{"value":"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
","chat":"","unidentified":""},"source":"Bard","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":79,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard"},"class":"Bard","importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"5hgzg9GGDgMveFyt","img":"icons/commodities/tech/cog-steel.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672582,"modifiedTime":1670153672582,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Song of Rest","type":"feat","system":{"description":{"value":"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
","chat":"","unidentified":""},"source":"Bard","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":[["@scale.bard.song-of-rest"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":80,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":{"id":11204,"level":2,"description":"+1d6 HP","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},"levelScales":[{"id":11204,"level":2,"description":"+1d6 HP","dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"fixedValue":null},{"id":11205,"level":9,"description":"+1d8 HP","dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"fixedValue":null},{"id":11206,"level":13,"description":"+1d10 HP","dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"1d10"},"fixedValue":null},{"id":11207,"level":17,"description":"+1d12 HP","dice":{"diceCount":1,"diceValue":12,"diceMultiplier":null,"fixedValue":null,"diceString":"1d12"},"fixedValue":null}],"limitedUse":[],"class":"Bard"},"class":"Bard","importId":"PzMc7b1zo9muiqTw"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"f9SYYjPR37EqViTo","img":"icons/magic/life/cross-worn-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672593,"modifiedTime":1670153672593,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Medium Armor Master","type":"feat","system":{"description":{"value":"Wearing medium armor doesn't impose disadvantage on your @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth} checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a DEX of 16 or higher.\n\n
You have practiced moving in medium armor to gain the following benefits:
\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
Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
\nWhen you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
\nYou can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\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
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n \n\n
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
\nYou can use this feature three times, and you regain all expended uses of it when you finish a long rest.
\n \n\n
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
\nIf you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
\n \nA willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 284","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"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":"div","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"True Strike","flags":{"ddbimporter":{"id":138892,"definitionId":2287,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":2,"characterClassId":84511899,"spellLevel":0,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":138892,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"True Strike","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":284,"sourceType":1}],"tags":["Foreknowledge"],"version":"3.1.23","importId":"PzMc7b1zo9muiqTw"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"Rc0hBYOlhIVtwW9o","img":"icons/magic/fire/dagger-rune-enchant-blue-gray.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672627,"modifiedTime":1670153672627,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[healing] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"name":"Cure Wounds","flags":{"ddbimporter":{"id":136481,"definitionId":2056,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":2,"characterClassId":84511899,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136481,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Cure Wounds","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Healing"],"version":"3.1.23","importId":"PzMc7b1zo9muiqTw"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"BOXjZRh0rNcTsJ3s","img":"icons/magic/life/heart-cross-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672630,"modifiedTime":1670153672630,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","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":"Disguise Self","flags":{"ddbimporter":{"id":136606,"definitionId":2069,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":2,"characterClassId":84511899,"spellLevel":1,"ability":"cha","mod":1,"dc":13,"cantripBoost":false,"overrideDC":false,"id":136606,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.1.23","importId":"PzMc7b1zo9muiqTw"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"4jS3ckog0wXyGP3g","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153672632,"modifiedTime":1670153672632,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
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\nThis spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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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.
\nIn 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.
","public":"Your 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.
\nIn 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.
"},"alignment":"Lawful Neutral","race":"Dhampir","background":"Celebrity Adventurer’s Scion","originalClass":"wdlDxLbse74aomnD","xp":{"value":48000,"min":0,"max":300},"appearance":"Gender: female\nEyes: blue\nHeight: 165\nHair: Long white hair in a dut\nSkin: silky skin\nAge: 18\nWeight: 121\n\nnull","trait":"No one can fake a smile, a handshake, or an interested nod like I can. I’ve been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
","ideal":"Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)","bond":"My parent once brought a cursed magic item home. It is my obsession.\nWhile my parent was out adventuring, a servant raised me, and I care about that person more than anyone.","flaw":"You have to look out for yourself. No one else will.","attunedItemsMax":"3","attunedItemsCount":1,"maxPreparedSpells":0,"gender":"female","age":"18","height":"165","weight":"121","eyes":"blue","skin":"silky skin","hair":"Long white hair","notes1name":"aaaaa","notes2name":"","notes3name":"","notes4name":"","notes":{"value":"Blutdurst
Wenn das leben unter 20 HP fällt, muss Blut getrunken werden.
Public Roll Private GM Roll Blind GM Roll Self Roll
Language:CommonElvishInfernalchoose a language
-+
ADVDIS
Roll
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The Skeleton attacks with its Shortbow.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"qXbbvudRpBoul3bH","name":"Shortsword","type":"weapon","img":"icons/weapons/swords/shortsword-guard-gold.webp","effects":[],"folder":null,"sort":2700001,"flags":{},"system":{"description":{"value":"Melee Weapon Attack:+4 to hit,, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The Skeleton attacks with its Shortsword.
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\n
The Book of Dark Servants, Vol III.
Skeletons are beings raised into undeath by the will of necromantic magic. The necromantic magics used within the ritual can either be cast by a trained hand or simply seep into the bones of the skeleton in areas of concentrated death. Cemeteries, catacombs, and battle fields are all subject to the sporadic rising of skeletons into their new lives. The magic not only keeps the skeleton “living”, but it also binds joints and bones together like spectral ligaments. With its second life, the skeleton acts as a semi-mindless creature serving its master's will.
\nSpooky Scary. For the up and coming necromancer, skeletons make worthy guards for a hidden repository of forbidden knowledge. Skeletons will follow simple to mildly complex orders given (such as forming a protective circle or constructing minor defenses) without the necromancer needing to worry about the durability of their creations. The skeletons will avoid danger and refuse to injure themselves unless explicitly ordered by their master. Skeletons do seem to grow rather bored without direction and have been observed ambling around an area performing simple actions from their past lives. One notable skeleton I recall was still able to cast their fishing line, though clumsily at best, into the nearby lake. Skeletons, however, are not utilized for their prior skills but as guardians of the necromancer who summoned them back from the hells. Skeletons are more than capable when swinging a sword or firing a crossbow, finding martial prowess in death that they may have lacked in life thanks to the dark power flowing through their marrow.
\n\n\nAuthor's Note: Not all skeletal adversaries in an adventurer's journey will be humanoid. Be wary, as significant magics can summon back more powerful skeletal monsters.
\n
The hag can breathe air and water.
","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"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"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"XeAyeJsNjKZKPWEN","name":"Horrific Appearance","type":"feat","img":"icons/magic/control/fear-fright-monster-grin-purple-blue.webp","effects":[],"folder":null,"sort":200000,"flags":{"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickTemplate":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false},"innocenti-openlock":{"enabled":false,"keylock":"","wallCoord":"","passive":10,"findTrap":10,"skillfindTrap":"prc","disarmTrap":10,"checkDisarmTrap":"dex","forceLock":12,"openLock":10,"toolsBreak":5}},"system":{"description":{"value":"Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success.
\nIf a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
\nAny humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a Wisdom saving throw.
","chat":"","unidentified":""},"source":"","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":30,"long":null,"units":""},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":15,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"a75Ba80yp6Y28AJQ","name":"Claws","type":"weapon","img":"icons/commodities/claws/claws-white.webp","effects":[],"folder":null,"sort":300000,"flags":{},"system":{"description":{"value":"Melee Weapon Attack:+5 to hit,, 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
The Sea Hag attacks with its Claws.
","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"7AGmP2dRLYmORUX7","name":"Death Glare","type":"feat","img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","effects":[],"folder":null,"sort":400000,"flags":{"spellTemplateManager":{"stmData":{"ignoreDuration":false,"spellTexture":"","useTexture":false,"alpha":50,"coneOrigin":1,"loopAnimations":true}},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true},"quickDesc":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"midi-qol":{"effectActivation":false},"midiProperties":{"nodam":false,"fulldam":false,"halfdam":false,"rollOther":false,"critOther":false,"magicdam":false,"magiceffect":false,"concentration":false,"toggleEffect":false},"innocenti-openlock":{"enabled":false,"keylock":"","wallCoord":"","passive":10,"findTrap":10,"skillfindTrap":"prc","disarmTrap":10,"checkDisarmTrap":"dex","forceLock":12,"openLock":10,"toolsBreak":5}},"system":{"description":{"value":"The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must make a Wisdom saving throw against this magic.
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\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
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\n
- A story overheard from The Friendly Flumph Inn
\nWho among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!
\nThe archer makes two attacks with its longbow.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
\nRanged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nAs a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
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{"_id":"pFS42foWBhc8qjEl","name":"Orain_Keroreud","type":"character","img":"ddb-images/characters/Orain-Keroreud.jpeg","items":[{"_id":"cU1i1vjyf2BP5Q50","name":"Echo Knight","type":"subclass","img":"icons/skills/melee/hand-grip-sword-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"subclassDefinitionId":104098270,"id":400660,"importId":"n8ty86by1ma4k0lp"},"obsidian":{"source":{"type":"class","text":"Echo Knight"}}},"system":{"description":{"value":"A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
@Compendium[world.ddb-graus-dnd-class-features.dkwnLa63TguiflqT]{Manifest Echo}
\n3rd-level Echo Knight feature
\nYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re @Compendium[dnd5e.rules.Incapacitated]{incapacitated}.
\nYour echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
\nYou can use the echo in the following ways:
\n@Compendium[world.ddb-graus-dnd-class-features.plY2HFhmufgHuTp6]{Unleash Incarnation}
\n3rd-level Echo Knight feature
\nYou can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.
\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.IywmYJVFntTetKst]{Echo Avatar}
\n7th-level Echo Knight feature
\nYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are @Compendium[dnd5e.rules.Deafened]{deafened} and @Compendium[dnd5e.rules.Blinded]{blinded}. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ZkWKfXegx9AF5iT6]{Shadow Martyr}
\n10th-level Echo Knight feature
\nYou can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
\nOnce you use this feature, you can’t use it again until you finish a short or long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.0KV2hajwrmMOiCgK]{Reclaim Potential}
\n15th-level Echo Knight feature
\nYou’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.
\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.243hUY0YSMhEwBWX]{Legion of One}
\n18th-level Echo Knight feature
\nYou can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead.
\nIn addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
\n\n","chat":"","unidentified":""},"source":"","identifier":"echo-knight","classIdentifier":"fighter","advancement":[{"_id":"y00nowtv4k73bxt0","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.dkwnLa63TguiflqT","Compendium.world.ddb-graus-dnd-class-features.plY2HFhmufgHuTp6"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"5v0px7rkkdwvpxpu","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.IywmYJVFntTetKst"]},"value":{},"level":7,"title":"Features","icon":"","classRestriction":""},{"_id":"i71lyde1b63strp8","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ZkWKfXegx9AF5iT6"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"o2y5hcqxj5i8j336","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.0KV2hajwrmMOiCgK"]},"value":{},"level":15,"title":"Features","icon":"","classRestriction":""},{"_id":"li63fqtz8no87kw6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.243hUY0YSMhEwBWX"]},"value":{},"level":18,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"7YbhOc2UnGSNYuSu","name":"Fighter","type":"class","img":"icons/skills/melee/hand-grip-sword-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":104098270,"definitionId":10,"entityTypeId":1446578651,"importId":"n8ty86by1ma4k0lp"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"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
Proficiencies
\nArmor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from @Compendium[dnd5e.rules.Using Each Ability]{Acrobatics}, @Compendium[dnd5e.rules.Using Each Ability]{Animal Handling}, @Compendium[dnd5e.rules.Using Each Ability]{Athletics}, @Compendium[dnd5e.rules.Using Each Ability]{History}, @Compendium[dnd5e.rules.Using Each Ability]{Insight}, @Compendium[dnd5e.rules.Using Each Ability]{Intimidation}, @Compendium[dnd5e.rules.Using Each Ability]{Perception}, and @Compendium[dnd5e.rules.Using Each Ability]{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:
\nCreated by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance.
\nRacial Traits
Cat’s Claws, Cat’s Talents, @Compendium[dnd5e.rules.Darkvision]{Darkvision}, Feline Agility
Ability Score Increases
\nWhen determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
\n\nLanguages
\nYour character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
\n\nCreature Type
\nYou are a Humanoid.
\n\nSize
\nYou are Medium or Small. You choose the size when you select this race.
\n\nSpeed
\nYour walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
\n\nCat’s Claws
\nYou can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
\n\nCat’s Talent
\nYou have proficiency in the @Compendium[dnd5e.rules.Using Each Ability]{Perception} and @Compendium[dnd5e.rules.Using Each Ability]{Stealth} skills.
\n\n@Compendium[dnd5e.rules.Darkvision]{Darkvision}
\nYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
\n\nFeline Agility
\nYour reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
\n\n","chat":"","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 33","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"kS74a9pfVOqrdQ2Y","name":"Creature Type","type":"feat","img":"icons/environment/creatures/gargoyle-grey-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":8429588,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":3},"importId":"n8ty86by1ma4k0lp"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You are a Humanoid.
","chat":"You are a Humanoid.
","unidentified":""},"source":"Mordenkainen Presents: Monsters of the Multiverse pg 33","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"nh0VSGS4bEYn1sFn","name":"Cat's Talent","type":"feat","img":"icons/commodities/treasure/broach-gold-eye-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":8429592,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"n8ty86by1ma4k0lp"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You’re proficient in @Compendium[dnd5e.rules.Using Each Ability]{Perception} and @Compendium[dnd5e.rules.Using Each Ability]{Stealth}.\n\n
You have proficiency in the @Compendium[dnd5e.rules.Using Each Ability]{Perception} and @Compendium[dnd5e.rules.Using Each Ability]{Stealth} skills.
\n \n\n
You have proficiency in the @Compendium[dnd5e.rules.Using Each Ability]{Perception} and @Compendium[dnd5e.rules.Using Each Ability]{Stealth} skills.
\n \n\n
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
\n \n\n
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
\n \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.
While you are wearing armor, you gain a +1 bonus to AC.
","chat":"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.
While you are wearing armor, you gain a +1 bonus to AC.
","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GacIpv9GePlxcuOK","name":"Martial Archetype","type":"feat","img":"icons/skills/melee/weapons-crossed-swords-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":194,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Fighter"},"class":"Fighter","subclass":"Echo Knight","importId":"n8ty86by1ma4k0lp"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"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":"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.
","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pArtKEFyqKeWzRx1","name":"Tough","type":"feat","img":"icons/equipment/shoulder/pauldron-segmented-steel-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":49,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"n8ty86by1ma4k0lp"},"obsidian":{"source":{"type":"feat"}}},"system":{"description":{"value":"Your HP maximum increases by 18.\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 \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 \nYou grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.Using Each Ability]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.Using Each Ability]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.Using Each Ability]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.Using Each Ability]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.Using Each Ability]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.Using Each Ability]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
\n \n\n
You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
\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
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
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 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
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
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re @Compendium[dnd5e.rules.Incapacitated]{incapacitated}.
\nYour echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
\nYou can use the echo in the following ways:
\n\n
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re @Compendium[dnd5e.rules.Incapacitated]{incapacitated}.
\nYour echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
\nYou can use the echo in the following ways:
\nAs a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
","chat":"As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
","unidentified":""},"source":"","activation":{"type":"bonus","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":"","target":"","amount":null},"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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"McGEGSiaJEaBvSei","name":"Manifest Echo - Attack","type":"feat","img":"icons/magic/control/sihouette-hold-beam-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":"1405518","entityTypeId":"222216831","componentId":1810360,"componentTypeId":12168134,"class":"Fighter","subclass":"Echo Knight","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}]},"importId":"n8ty86by1ma4k0lp"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"system":{"description":{"value":"When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
","chat":"When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
","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":"","target":"","amount":null},"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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"A9ZYZpW302jnc4N5","name":"Manifest Echo - Opportunity Attack","type":"feat","img":"icons/magic/control/sihouette-hold-beam-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":"1405519","entityTypeId":"222216831","componentId":1810360,"componentTypeId":12168134,"class":"Fighter","subclass":"Echo Knight","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}]},"importId":"n8ty86by1ma4k0lp"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"system":{"description":{"value":"When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
","chat":"When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
","unidentified":""},"source":"","activation":{"type":"reaction","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":"","target":"","amount":null},"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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ZZdhNuuN2aEpp82P","name":"Unleash Incarnation","type":"feat","img":"icons/skills/melee/strike-weapon-polearm-ice-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":"1405520","entityTypeId":"222216831","componentId":1810361,"componentTypeId":12168134,"class":"Fighter","subclass":"Echo Knight","dndbeyond":{"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}]},"importId":"n8ty86by1ma4k0lp"},"infusions":{"infused":false},"obsidian":{"source":{"type":"class","text":"Fighter"}},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.\n\nYou can use this feature 3 time(s). You regain all expended uses when you finish a long rest.\n\n
You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.
\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
\n \n\n
You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.
\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
\n \n\n
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are @Compendium[dnd5e.rules.XnDPIa0MLWhGvuQg]{deafened} and @Compendium[dnd5e.rules.995mfaI3z7WtY7vK]{blinded}. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
\n \n\n
You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are @Compendium[dnd5e.rules.XnDPIa0MLWhGvuQg]{deafened} and @Compendium[dnd5e.rules.995mfaI3z7WtY7vK]{blinded}. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
\n \n\n
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
\n \n\n
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
\n \nYou have a +1 bonus to AC while wearing this armor.
","chat":"","unidentified":"Light Armor"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":13,"price":0,"attunement":0,"equipped":true,"rarity":"rare","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":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"studdedleather","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rdIS3kmqyHXcitSZ","name":"Greatsword, +2","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gem-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Greatsword","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":861196691,"entityTypeId":1439493548,"containerEntityId":78089058,"containerEntityTypeId":1581111423,"definitionEntityTypeId":112130694,"definitionId":5275,"originalName":"Greatsword, +2","version":"2.9.51","importId":"n8ty86by1ma4k0lp"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":{"0":true},"altValue":{"0":true}},"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":false,"resource":true},"altValue":{"use":false,"resource":true}}},"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"},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"You have a +2 bonus to attack and damage rolls made with this magic weapon.
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\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
\nIt has the following druid spells prepared:
\nCantrips (at will): druidcraft, produce flame, shillelagh
\n1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
\n2nd level (3 slots): animal messenger, barkskin
\nThe druid is a spellcaster. Its spellcasting ability is Wisdom.
","chat":"","unidentified":""},"source":"","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":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gdpkOBvo0Jxb3OVR","name":"Druidcraft","type":"spell","img":"icons/creatures/tentacles/tentacles-thing-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Whispering to the spirits of Nature, you create one of the following Effects within range:
\nA flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
\nYou can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"PHB pg. 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"326YyjtlKmYZh3T3","name":"Entangle","type":"spell","img":"icons/magic/nature/root-vine-entangle-foot-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into difficult terrain.
\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
\nWhen the spell ends, the conjured Plants wilt away.
","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BdApmAz4M3id4rnL","name":"Longstrider","type":"spell","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a creature. The target's speed increases by 10 feet until the spell ends.
","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"lXZnkgspOXxSoLPF","name":"Speak with Animals","type":"spell","img":"icons/creatures/mammals/elk-moose-marked-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
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\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
","chat":"","unidentified":""},"source":"PHB pg. 212","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":""},"materials":{"value":"A morsel of food.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PHcdIFirPgGkjSV7","name":"Shillelagh","type":"spell","img":"icons/skills/melee/hand-grip-staff-yellow-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
","chat":"","unidentified":""},"source":"PHB pg. 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","bludgeoning"],["@mod","bludgeoning"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A shamrock leaf, and a club or quarterstaff","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xf9PRKOZJ3jjwouV","name":"Barkskin","type":"spell","img":"icons/equipment/wrist/bracer-segmented-chitin.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
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The Druid attacks with its Quarterstaff.
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\nThe bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
\nThe allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect.
\nEach creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.
\nThe allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.
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\n
Ah yes, a personal favorite of this author, the raven is a singularly noble and clever bird vested in a shroud of twilight. The ebony feathered bird reaches height of nearly two and a half feet tall and bears a thick, dark beak which is perfectly utilized in its scavenging diet of carrion, unattended grains, and insects. However, something truly special lurks behind the dark abyss of this bird's eyes. Should you be prepared, adventurer, the effort put into training the raven will be given back tenfold.
\nMusings and Mimicry. Ravens are unique specimens among birds; by listening intently and practicing often the raven is able to mimic sounds it hears perfectly. From noises of forest animals to the precise timbre of their master's call, ravens are among the most seamless mimics to be found in the animal kingdom. Truly adventurer, the possibilities to employ the raven's mimicry are nearly limitless! You may see another example of this perfect mimicry in a larger cousin to this bird as well: the humanoid Kenku. Raven-like in form these little humanoids share the feathers and large beaks of their brethren, as well as their ability to copy the sounds of the world around them. Consider a second listen when you hear a voice but cannot place its location, for perhaps the raven speaks from the rafters above you, upon a midnight dreary.
\nThe drow makes two shortsword attacks and one with his hand crossbow.
\nThe Drow Elite Warrior uses Multiattack.
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\nRanged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
\nThe drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
The drow’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
\nAt will: dancing lights
\n1/day each: darkness, faerie fire, levitate (self only)
\nThe Drow Elite Warrior uses Innate Spellcasting!
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The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
\nMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
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Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
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\nRanged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
\nThe drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
The drow’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
\nAt will: dancing lights
\n1/day each: darkness, faerie fire, levitate (self only)
\nThe Drow Elite Warrior uses Innate Spellcasting!
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\nMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
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Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
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\nOn each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
Magical darkness doesn’t impede the orc’s darkvision.
As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
\nAs a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
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Each non-undead creature within 60 ft. of the ghost that can see it must succeed make a Wisdom saving throw. A target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
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\nMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.
\nThe mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
\nOn the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet.
While in dim light or darkness, the mangler can take the Hide action as a bonus action.
The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
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The Manticore attacks with its Bite.
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The Manticore attacks with its Claw.
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The Manticore attacks with its Tail Spike.
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{"name":"Delis Venomcauldron","type":"npc","img":"ddb-images/other/Bilder%20Grau/Claugiyliamatar%E2%80%99s%20Lair/Delis%20Venomcauldron.png","items":[{"_id":"07sdy4qaaW4MaB8W","name":"Spellcasting","type":"feat","img":"icons/magic/light/beam-rays-magenta-large.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
\nIt has the following druid spells prepared:
\nCantrips (at will): druidcraft, produce flame, shillelagh
\n1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
\n2nd level (3 slots): animal messenger, barkskin
\nThe druid is a spellcaster. Its spellcasting ability is Wisdom.
","chat":"","unidentified":""},"source":"","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":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gdpkOBvo0Jxb3OVR","name":"Druidcraft","type":"spell","img":"icons/creatures/tentacles/tentacles-thing-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Whispering to the spirits of Nature, you create one of the following Effects within range:
\nA flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
\nYou can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be Restrained by the entangling Plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
\nWhen the spell ends, the conjured Plants wilt away.
","chat":"","unidentified":""},"source":"PHB pg. 238","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":90,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"str","dc":12,"scaling":"spell"},"level":1,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BdApmAz4M3id4rnL","name":"Longstrider","type":"spell","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a creature. The target's speed increases by 10 feet until the spell ends.
","chat":"","unidentified":""},"source":"PHB pg. 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A pinch of dirt","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"lXZnkgspOXxSoLPF","name":"Speak with Animals","type":"spell","img":"icons/creatures/mammals/elk-moose-marked-green.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
","chat":"","unidentified":""},"source":"PHB pg. 277","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"2ZxbeICwcq94lFTU","name":"Thunderwave","type":"spell","img":"icons/magic/air/wind-tornado-spiral-brown.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
\nIn addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
\nHigher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
\nAt Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
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The Druid attacks with its Quarterstaff.
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\nToken artwork by Forgotten Adventures.
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{"_id":"wNZKnotTjmrv83yP","name":"Statue of Talos","type":"npc","img":"ddb-images/other/Bilder%20Grau/Wayside%20Inn/Statue%20of%20talos.png","items":[{"name":"Multiattack","type":"feat","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Multiattack.","fullName":"Multiattack."}},"img":"icons/skills/melee/strike-weapons-orange.webp","_id":"x6frl4irj5j0zo8x","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"The statue makes five attacks: one with its headbutt and four with its lightning bolt blades.
\nMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
\nMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
\nWhile the statue remains motionless, it is indistinguishable from an inanimate statue.
Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The Commoner attacks with their Club.
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\nPower to the Proletariat. A certain fact about commoners is that they are often more average citizens of our world. They are not like the bold adventurer and prefer to live their lives under the presumption of peace outside of their city walls. This is not to say, however, that even a single commoner (though more often mob mentality rules) can rise up and begin a stunning brawl of their own. Beware, adventurers, for even a seemingly simple commoner can fight dirty and surprise a seasoned fighter. However, a majority of commoners are less skilled in the martial arts, so do not be surprised if they reach for uncommon weapons to defend themselves including: clubs, broken bottles, chairs, barrels, stones, and cookware. Be they within a city or out on the open trail, it is always wise to maintain peace with the common-folk, for they may hide a set of skills or clever information that lies deep below their simple venere.
\nIf you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
","chat":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
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\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.tUYvSkhggFcMpVw5]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.tUYvSkhggFcMpVw5]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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1 | \nIt’s a flip stone. | \n
2 | \nIt gets great reception everywhere except in your headquarters. | \n
3 | \nIt sometimes picks up other magical conversations. | \n
4 | \nIt’s the perfect size, shape, and weight to be used as a skipping stone. | \n
5 | \nIt heats up when you use it, to the extent that it once burned through your gloves. | \n
6 | \nIt has an obnoxious ringtone that you can’t work out how to change. | \n
7 | \nIt fails to notify you of incoming messages except for a faint pulsating glow. | \n
8 | \nIt’s voice activated, so that every time you talk to someone, it tries to send a message to someone else. | \n
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1 | \nIt’s a flip stone. | \n
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3 | \nIt sometimes picks up other magical conversations. | \n
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6 | \nIt has an obnoxious ringtone that you can’t work out how to change. | \n
7 | \nIt fails to notify you of incoming messages except for a faint pulsating glow. | \n
8 | \nIt’s voice activated, so that every time you talk to someone, it tries to send a message to someone else. | \n
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\nWhile wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"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":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sPjRT6d2tQ49ty16","name":"Purple worm Poison","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,"ignoreTotalCover":false}},"system":{"description":{"value":"This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) 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":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"bonus","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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":19,"scaling":"flat"},"consumableType":"poison"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1671383201988,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"lqzFqsrTRPRVxGBC","name":"Caltrops","type":"consumable","img":"icons/weapons/thrown/bomb-spiked-purple.webp","effects":[],"folder":null,"sort":450000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
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\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":3,"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,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bBcJf6GkmalaN4NB","name":"Alchemy Jug","type":"equipment","img":"icons/containers/kitchenware/jug-terracotta-orange.webp","effects":[],"folder":null,"sort":450000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/917/636381772833565799.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/100/636284695008732697.jpeg","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":3,"pageNumber":150,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Alchemy-Jug.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5346,"originalName":"Alchemy Jug"},"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 ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
@Compendium[world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK]{Fancy Footwork}
\nWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r]{Rakish Audacity}
\nStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU]{Panache}
\nAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) check contested by a creature’s Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check. The creature must be able to hear you, and the two of you must share a language.
\nIf you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
\nIf you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
\n\n@Compendium[world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh]{Elegant Maneuver}
\nStarting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) or Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) check you make during the same turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE]{Master Duelist}
\nBeginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
\n\n","chat":"","unidentified":""},"source":"","identifier":"swashbuckler","classIdentifier":"rogue","advancement":[{"_id":"y7EfR2rm0fP7B1vz","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK","Compendium.world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zykuwzaeXqd33cp6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU"]},"value":{},"level":9,"title":"Features","icon":"","classRestriction":""},{"_id":"1wm9Prep1kwFZHmB","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh"]},"value":{},"level":13,"title":"Features","icon":"","classRestriction":""},{"_id":"KBJnWJt0D2hKbBcJ","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE"]},"value":{},"level":17,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":60629724,"id":80,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Swashbuckler"}}},"_id":"b0dQJg1vhEb6lOD1","img":"icons/creatures/abilities/dragon-breath-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381070963,"modifiedTime":1671381070963,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Rogue","type":"class","system":{"description":{"value":"A scoundrel who uses @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{stealth} and trickery to overcome obstacles and enemies
\nHit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence
Hit Points
\nHit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Performance}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Sleight of Hand}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}
@Compendium[world.ddb-graus-dnd-class-features.ADodXjXueivtZ8MR]{Expertise}
\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
\n\nSneak Attack
\nBeginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n\nThieves’ Cant
\nDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
\n\nCunning Action
\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n\nRoguish Archetype
\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
\n\nAbility Score Improvement
\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nUncanny Dodge
\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Z1cY6ji9AOgTwwvD]{Evasion}
\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
\n\nReliable Talent
\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
\n\nBlindsense
\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within 10 feet of you.
\n\nSlippery Mind
\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
\n\nElusive
\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nStroke of Luck
\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
\nOnce you use this feature, you can’t use it again until you finish a short or long rest.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nBards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
@Compendium[world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl]{Bonus Proficiencies}
\nWhen you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX]{Fighting Style}
\nAt 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM]{Blade Flourish}
\nAt 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX]{Extra Attack}
\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2]{Master’s Flourish}
\nStarting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
\n\n","chat":"","unidentified":""},"source":"","identifier":"college-of-swords","classIdentifier":"bard","advancement":[{"_id":"HDibMFoO0OH9D00b","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl","Compendium.world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX","Compendium.world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"DmIAChzQoIVNZdaD","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"JhAo5BAzS9Hw4S1S","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":82625332,"id":95,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"College of Swords"}}},"_id":"GckkS9RO4qyjdmIz","img":"icons/weapons/swords/sword-broad-serrated-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071060,"modifiedTime":1671381071060,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bard","type":"class","system":{"description":{"value":"An inspiring magician whose power echoes the music of creation
\nHit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma
Hit Points
\nHit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
@Compendium[world.ddb-graus-dnd-class-features.XBtjKFuGITaqWg1I]{Spellcasting}
\nYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
\n\nBardic Inspiration
\nYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n\nJack of All Trades
\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
\n\nSong of Rest
\nBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
\n\nBard College
\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jm7O5ZFdHiqtUCM1]{Expertise}
\nAt 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\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\nFont of Inspiration
\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
\n\nCountercharm
\nAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} ends early if you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n\nMagical Secrets
\nBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
\nYou learn two additional spells from any classes at 14th level and again at 18th level.
\n\nSuperior Inspiration
\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nThe diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense.
\nRacial Traits
+2 Dexterity, Lucky, Brave, Halfling Nimbleness
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.
\nLightfoots are more @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.
\n\nLucky
\nWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
\n\nBrave
\nYou have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
\n\nHalfling Nimbleness
\nYou can move through the space of any creature that is of a size larger than yours.
\n\nAbility Score Increase
\nYour Dexterity score increases by 2.
\n\nLanguages
\nYou can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
\n\nAge
\nA halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
\n\nSize
\nHalflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
\n\nSpeed
\nYour base walking speed is 25 feet.
\n\nNaturally Stealthy
\nYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
\n\nAbility Score Increase
\nYour Charisma score increases by 1.
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","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":51,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"okSaNoovMjwhBVim","img":"icons/equipment/neck/necklace-charm-clover.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071657,"modifiedTime":1671381071657,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brave","type":"feat","system":{"description":{"value":"You have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":52,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"ORgOg548CIUgGdaz","img":"icons/skills/social/intimidation-impressing.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071658,"modifiedTime":1671381071658,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Halfling Nimbleness","type":"feat","system":{"description":{"value":"You can move through the space of any creature that is of a size larger than yours.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":53,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"dvWTQuwXYM8OjVQ6","img":"icons/equipment/feet/shoes-collared-leather-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071660,"modifiedTime":1671381071660,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Naturally Stealthy","type":"feat","system":{"description":{"value":"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":54,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":200},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"lhqmJGA2XcoKNfg9","img":"icons/equipment/back/cloak-collared-blue-iron.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071662,"modifiedTime":1671381071662,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Stealth","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
","chat":"","unidentified":""},"source":"Rogue","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":342,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Stealth","choiceId":"2-1447","componentId":342,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Rogue"},"class":"Rogue","subclass":"Swashbuckler","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Rogue"}}},"_id":"PfUG902jaN1Uspti","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071665,"modifiedTime":1671381071665,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Sleight of Hand","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
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\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
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\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
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\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Performance","choiceId":"2-1403","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"3hRflHVCRe0IJEaO","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071714,"modifiedTime":1671381071714,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Investigation","type":"feat","system":{"description":{"value":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Investigation","choiceId":"2-1404","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"CsqT69HVF7cjrRvi","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071716,"modifiedTime":1671381071716,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bonus Proficiencies","type":"feat","system":{"description":{"value":"When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":653,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"8MghoHTTXpTaLwyH","img":"icons/skills/trades/academics-investigation-puzzles.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071718,"modifiedTime":1671381071718,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style: Two-Weapon Fighting","type":"feat","system":{"description":{"value":"At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":654,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Two-Weapon Fighting","choiceId":"3-0-227704611","componentId":654,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"E5M3Rz1bi71p3GyP","img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071720,"modifiedTime":1671381071720,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Blade Flourish","type":"feat","system":{"description":{"value":"At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":"TAsCxFTE89it82Fv","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":655,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"MhLq67ZzwbH1q7JZ","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":"10.291","createdTime":1671381071724,"modifiedTime":1671381072101,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Criminal / Spy","type":"background","system":{"description":{"value":"You are an experienced criminal with a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history} of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
d8 | Specialty |
---|---|
1 | Blackmailer |
2 | Burglar |
3 | Enforcer |
4 | Fence |
5 | Highway robber |
6 | Hired killer |
7 | Pickpocket |
8 | Smuggler |
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
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 have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n \n\n
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n \n\n
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n \n\n
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \nYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"enc","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":"cantrip","formula":"1d4"}},"name":"Vicious Mockery","flags":{"ddbimporter":{"id":138907,"definitionId":2290,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138907,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Vicious Mockery","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":285,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"E0DH3T5CWgQFpWNn","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071780,"modifiedTime":1671381071780,"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":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":138433,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138433,"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":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"TilDhDPILYYNV6jm","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":"10.291","createdTime":1671381071783,"modifiedTime":1671381071783,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","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":"Disguise Self","flags":{"ddbimporter":{"id":136606,"definitionId":2069,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136606,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"wI2A1TM8jmNbZKrX","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071785,"modifiedTime":1671381071785,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Heroism","flags":{"ddbimporter":{"id":138071,"definitionId":2144,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138071,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroism","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"CcPIDVWfAbxTlfNP","img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071787,"modifiedTime":1671381071787,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 252","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":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a pearl worth at least 100 gp and an owl feather"},"materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Identify","flags":{"ddbimporter":{"id":138340,"definitionId":2152,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138340,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Identify","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":252,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"8xraP4LRHVd7DqDw","img":"icons/magic/light/explosion-star-teal-purple-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071789,"modifiedTime":1671381071789,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} creature automatically succeeds on the save.
\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 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","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":"level","formula":"1d6"}},"name":"Dissonant Whispers","flags":{"ddbimporter":{"id":136624,"definitionId":2314,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136624,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dissonant Whispers","sources":[{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"midi-qol":{"effectActivation":false}},"_id":"vs4aV18ArqDfVqnX","img":"icons/magic/control/fear-fright-shadow-monster-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071791,"modifiedTime":1671381071791,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} creatures).
\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
\nUndead and creatures immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} aren’t affected by this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of fine sand, rose petals, or a cricket"},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"name":"Sleep","flags":{"ddbimporter":{"id":138727,"definitionId":2254,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138727,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Sleep","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":276,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"3zSGJ7ADoiKHWjgB","img":"icons/magic/light/explosion-star-pink-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071793,"modifiedTime":1671381071793,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shut the Fuck Up","flags":{"ddbimporter":{"id":138711,"definitionId":2251,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":2,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138711,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silence","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"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}},"_id":"hTvXBxhEeSNPI8h9","img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1671381071795,"modifiedTime":1675627889185,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"name":"Havanna Zigarren","type":"loot","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true},"_id":"UaMvNgsTNs7oSm63","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"xgMypWx4t6BFt0QO":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671382691919,"modifiedTime":1671382709123,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"VzwHnsYfVP4ry0oh","name":"Rapier of Wounding","type":"weapon","img":"icons/weapons/swords/greatsword-flamberge.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5177,"originalName":"Rapier of Wounding","pack":"dnd5e.items","originalItemName":"Rapier of Wounding","replaced":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"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}},"midi-qol":{"effectActivation":false,"fumbleThreshold":null},"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},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.rXvNI6VTyShmMzKx"}},"system":{"description":{"value":"(Requires attunement)
\nHit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
","chat":"","unidentified":""},"source":"DMG pg. 207","quantity":1,"weight":2,"price":2000,"attunement":2,"equipped":true,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"1d4","save":{"ability":"con","dc":15,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"rapier","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"mgc":true,"ada":false,"sil":false},"proficient":true,"attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1671387052811,"modifiedTime":1675619226858,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"CWs7FTsqzq1ckHla","name":"Oil of Etherealness","type":"consumable","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Movement","Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":183,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4687,"originalName":"Oil of Etherealness","pack":"dnd5e.items","originalItemName":"Oil of Etherealness","replaced":true,"version":"3.2.7"},"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}},"midi-qol":{"onUseMacroName":""},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.QvbuzvwgkJvH5olr"}},"system":{"description":{"value":"Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 183","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"10","units":"minute"},"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":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"baseItem":"","toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671388512571,"modifiedTime":1671388512571,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"0IT04KrKqqGN2IaJ","name":"Potion of Healing","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-red.webp","effects":[],"folder":null,"sort":4450000,"flags":{},"system":{"description":{"value":"The potion's red liquid glimmers when agitated.
\nYou regain 2d4+2 hit points when you drink this potion.
\n\n
","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":2,"weight":0.1,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"ownership":{"default":0,"xgMypWx4t6BFt0QO":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675630722542,"modifiedTime":1675630743820,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"cRXcfriBBEhrABBU","name":"Potion of Greater Healing","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-glowing-red.webp","effects":[],"folder":null,"sort":4500000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.L887NdWEP5NqHCrQ"}},"system":{"description":{"value":"
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
","public":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
"},"alignment":"True Neutral","race":"Lightfoot Halfling","background":"Criminal / Spy","originalClass":"keQ8ddvGkeqnX1NJ","xp":{"value":85000,"min":0,"max":300},"appearance":"Gender: Male Eyes: Green Height: 1m Hair: Black Skin: Light Age: 35 Weight: 15 null
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{"name":"Scaly Eye Member","type":"npc","img":"ddb-images/other/Bilder%20Grau/Bronce%20Shrine/Swashbuckler%201.png","items":[{"name":"Multiattack","type":"feat","flags":{"ddbimporter":{"dndbeyond":{}},"monsterMunch":{"titleHTML":"Multiattack.","fullName":"Multiattack."}},"img":"icons/skills/melee/strike-weapons-orange.webp","_id":"623qkhdbwvr4z6la","effects":[],"folder":null,"sort":0,"system":{"description":{"value":"
The swashbuckler makes three attacks: one with a dagger and two with its rapier.
\nMelee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
\nMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
\nThe swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attunement":0,"equipped":true,"rarity":"common","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":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sSs3hSzkKBMNBgTs","name":"Shield","type":"equipment","img":"icons/equipment/shield/oval-wooden-boss-steel.webp","effects":[],"folder":null,"sort":300000,"flags":{},"system":{"description":{"value":"A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":6,"price":"10","attunement":0,"equipped":true,"rarity":"common","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":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"92uVNexE43Z8D18r","name":"Spear","type":"weapon","img":"icons/weapons/polearms/spear-flared-green.webp","effects":[],"folder":null,"sort":100000,"flags":{},"system":{"description":{"value":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
The Guard attacks with its Spear.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":3,"price":1,"attunement":0,"equipped":true,"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":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"thr":true,"ver":true,"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"cCGSBiJ1iPtG0Fas","sort":65625,"flags":{"ddbimporter":{"id":16915,"entityTypeId":779871897,"creatureGroup":null,"creatureFlags":[],"flatAC":true,"pack":"dnd5e.monsters","originalItemName":"Guard","replaced":true},"monsterMunch":{"url":"https://www.dndbeyond.com/monsters/guard","img":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","tokenImg":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","spellList":{"class":[],"pact":[],"atwill":[],"innate":[],"edgeCases":[]}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-monsters.G9FsQe16JSBf0eUv"}},"system":{"abilities":{"str":{"value":13,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"dex":{"value":12,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"con":{"value":12,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"wis":{"value":11,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"cha":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10}},"attributes":{"ac":{"flat":null,"calc":"default","formula":"","min":11},"hp":{"value":11,"max":11,"temp":null,"tempmax":null,"formula":"2d8 + 2","min":0},"init":{"ability":"","bonus":0,"value":0,"mod":1,"total":1,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"","prof":2,"spelldc":10,"spellLevel":0,"encumbrance":{"value":29,"max":195,"pct":14.871794871794872,"encumbered":true}},"details":{"biography":{"value":"\n\n\".... an' then he tells me, he says, \"Mick! You can't think you'll pull one over on the Crown's Guard again? Not this time!\" he says. Well, ol' Mickey's got a trick or two up his sleeve for just such an occasion. Ain't no need for tricks n' chases when I've snagged an ol' bottle o' them Purple Posies spirits ol' Captain Murrnaband is always prattlin' on about. Ain't no guard as smart or handsome as Mickey Tenteeth!\"
\n
- A story overheard from The Friendly Flumph Inn
\nWho among our realm's citizens have not yet interacted with a manner of the Guard profession during their lives? Dwellers of the coastal urban sprawl see the armored law keepers near daily as they patrol the streets, guard our gates, inspect shipments, and of course assist (or arrest) those citizens of their fair cities. However, the guard is not only bound by the gates and ramparts of a city's walls. Be they mercenary or professional, guards are often found patrolling the roads, either to sweep away stray packs of animals or bandits, or on alert to protect precious cargo or important citizens as they travel the less settled areas of the world. Much like the bandits and cultists who we have previously discussed in this tome, guards come in all varieties. Though many may seem to be highly trained and regimented, it should be considered that most guards see no more action than a tussle on the busy streets of a market or scattering a few bandit scavengers from an upturned wagon. Guards are not all the hardened and grizzled ex-military types we think of at the upper ranks of the orders. Be observant, young adventurer, and heed the warnings of the law, for while the guards may only be a minor threat to your dastardly visions, what lays in wait in the city dungeon may not be worth the risks!
\nMade of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
","chat":"","unidentified":""},"source":"PHB pg. 144","quantity":1,"weight":20,"price":"50","attunement":0,"equipped":true,"rarity":"common","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":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":"","stealth":false,"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"J12x6xIwx1aCEm1e","name":"Spellcasting","type":"feat","img":"icons/magic/light/beam-rays-magenta-large.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
\nCantrips (at will): light, sacred flame, thaumaturgy
\n1st level (4 slots): cure wounds, guiding bolt, sanctuary
\n2nd level (3 slots): lesser restoration, spiritual weapon
\n3rd level (2 slots): dispel magic, spirit guardians
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\nThe spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tH6t3jEFN0mV3rkr","name":"Thaumaturgy","type":"spell","img":"icons/magic/perception/eye-ringed-glow-angry-teal.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You create one of the following magical effects within range:
\nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
","chat":"","unidentified":""},"source":"PHB pg. 282","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IuZhkaFDV6WSInX2","name":"Guiding Bolt","type":"spell","img":"icons/magic/lightning/bolt-strike-beam-purple.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
\nHigher 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":"PHB pg. 248","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":120,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d6","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"v6PLMmOtGJLqMa0M","name":"Sanctuary","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a Fireball.
\nIf the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
","chat":"","unidentified":""},"source":"PHB pg. 272","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A small silver mirror","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"6feFqORsAsNUdDcU","name":"Lesser Restoration","type":"spell","img":"icons/magic/life/heart-cross-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Rj6fh9Sg59QTCHkm","name":"Spiritual Weapon","type":"spell","img":"icons/magic/control/hypnosis-mesmerism-watch.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
\nAs a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
\nThe weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
\nHigher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":""},"range":{"value":60,"long":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8","force"],["@mod","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"B7ua27ZJHMU3u4s8","name":"Dispel Magic","type":"spell","img":"icons/magic/unholy/strike-beam-blood-red-blue.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
\nHigher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
","chat":"","unidentified":""},"source":"PHB pg. 234","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":0,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"YTklaGLgraq2WiH0","name":"Spirit Guardians","type":"spell","img":"icons/magic/defensive/shield-barrier-blades-teal.webp","effects":[],"folder":null,"sort":100001,"flags":{},"system":{"description":{"value":"You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
\nWhen you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
","chat":"","unidentified":""},"source":"PHB pg. 278","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8","radiant"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"spell"},"level":3,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":""},"materials":{"value":"A holy symbol","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"9LzZrzdWIZpjFIGV","name":"Divine Eminence","type":"feat","img":"icons/magic/symbols/cog-shield-white-blue.webp","effects":[],"folder":null,"sort":200001,"flags":{},"system":{"description":{"value":"As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit.
This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra radiant damage to a target on a hit.
","chat":"","unidentified":""},"source":"","activation":{"type":"bonus","cost":1,"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":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6","radiant"]],"versatile":"1d6"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"B0jROhxuoqvfmz2B","name":"Mace","type":"weapon","img":"icons/weapons/maces/mace-flanged-steel.webp","effects":[],"folder":null,"sort":400001,"flags":{},"system":{"description":{"value":"Melee Weapon Attack:+2 to hit,, 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
The Priest attacks with its Mace.
","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":true,"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":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":true},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"noxyV6bnkRwU1Hqr","name":"Light","type":"spell","img":"icons/magic/light/explosion-star-glow-yellow.webp","effects":[],"folder":null,"sort":1,"flags":{},"system":{"description":{"value":"You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
","chat":"","unidentified":""},"source":"PHB pg. 255","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":false,"value":""},"materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"izr8tkLxScri1fXe","name":"Cure Wounds","type":"spell","img":"icons/magic/life/heart-cross-strong-green.webp","effects":[],"folder":null,"sort":100001,"flags":{"core":{"sourceId":"Compendium.dnd5e.spells.uUWb1wZgtMou0TVP"}},"system":{"description":{"value":"A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"PHB pg. 230","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":0,"max":0,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":"JZBziwCxFZUPGYFU","sort":-100000,"flags":{"ddbimporter":{"id":16985,"entityTypeId":779871897,"creatureGroup":null,"creatureFlags":[],"flatAC":true,"pack":"dnd5e.monsters","originalItemName":"Priest","replaced":true},"monsterMunch":{"url":"https://www.dndbeyond.com/monsters/priest","img":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","tokenImg":"https://www.dndbeyond.com/avatars/4675/675/636747837794884984.jpeg","spellList":{"class":["cure wounds","guiding bolt","sanctuary","lesser restoration","spiritual weapon","dispel magic","spirit guardians"],"pact":[],"atwill":["light","sacred flame","thaumaturgy"],"innate":[],"edgeCases":[]}},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-monsters.DxDTHSDlQM4VgPFg"}},"system":{"abilities":{"str":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"dex":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0,"prof":0,"saveBonus":0,"checkBonus":0,"dc":10},"con":{"value":12,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"int":{"value":13,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11},"wis":{"value":16,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":3,"save":3,"prof":0,"saveBonus":0,"checkBonus":0,"dc":13},"cha":{"value":13,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":1,"save":1,"prof":0,"saveBonus":0,"checkBonus":0,"dc":11}},"attributes":{"ac":{"flat":null,"calc":"default","formula":"","min":10},"hp":{"value":27,"max":27,"temp":null,"tempmax":null,"formula":"5d8 + 5","min":0},"init":{"ability":"","bonus":0,"value":0,"mod":0,"total":0,"prof":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":25,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":""},"spellcasting":"wis","prof":2,"spelldc":13,"spellLevel":0,"encumbrance":{"value":24,"max":150,"pct":16,"encumbered":true}},"details":{"biography":{"value":"Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.
\nA priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
\nToken artwork by Forgotten Adventures.
","public":""},"alignment":"Any Alignment","race":null,"type":{"value":"humanoid","subtype":"Any Race","swarm":"","custom":""},"environment":"","cr":2,"spellLevel":5,"source":"MM pg. 348","xp":{"value":450},"class":{},"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"med","di":{"value":[],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["custom"],"custom":"any two 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{"_id":"xzuXiapty4cHET7c","name":"Cloud Yarjerit","type":"character","img":"ddb-images/characters/Cloud-Yarjerit.jpeg","items":[{"_id":"6uhmVaKVGAAHgwKi","name":"Oathbreaker","type":"subclass","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"subclassDefinitionId":104094993,"id":85,"importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Oathbreaker"}}},"system":{"description":{"value":"An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains.
@Compendium[world.ddb-graus-dnd-class-features.31ui63tJOkyoDGbO]{Oathbreaker Spells}
\nAn Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.
\nPaladin Level | \nSpells | \n
---|---|
3rd | \nhellish rebuke, inflict wounds | \n
5th | \ncrown of madness, darkness | \n
9th | \nanimate dead, bestow curse | \n
13th | \nblight, confusion | \n
17th | \ncontagion, dominate person | \n
@Compendium[world.ddb-graus-dnd-class-features.DXY32HpHP693o9dB]{Channel Divinity}
\nAn Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.
\nControl Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
\nDreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is @Compendium[dnd5e.rules.Frightened]{frightened} of the paladin for 1 minute. If a creature @Compendium[dnd5e.rules.Frightened]{frightened} by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ILkFlXkAgcWGA8Vm]{Aura of Hate}
\nStarting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
\nAt 18th level, the range of this aura increases to 30 feet.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Vhvlc0Rj6DAKFl0t]{Supernatural Resistance}
\nAt 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
\n\n@Compendium[world.ddb-graus-dnd-class-features.JdjjXTih8JRxRUPd]{Dread Lord}
\nAt 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
\nWhile the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.
\nAfter activating the aura, the paladin can’t do so again until he or she finishes a long rest.
\n\n","chat":"","unidentified":""},"source":"","identifier":"oathbreaker","classIdentifier":"paladin","advancement":[{"_id":"3b52b01zmgwgi133","type":"ScaleValue","configuration":{"distance":{"units":""},"identifier":"aura-of-hate","type":"numeric","scale":{"7":{"value":10},"18":{"value":30}}},"value":{},"title":"Aura of Hate","icon":""},{"_id":"7v6m7cu3aq6pe0t8","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.31ui63tJOkyoDGbO","Compendium.world.ddb-graus-dnd-class-features.DXY32HpHP693o9dB"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"bch61pw4n4bakwl4","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ILkFlXkAgcWGA8Vm"]},"value":{},"level":7,"title":"Features","icon":"","classRestriction":""},{"_id":"r29eh66o33aeam9p","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.Vhvlc0Rj6DAKFl0t"]},"value":{},"level":15,"title":"Features","icon":"","classRestriction":""},{"_id":"zawttfiivcrk13d8","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.JdjjXTih8JRxRUPd"]},"value":{},"level":20,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vi9puwm2OOAhBHZe","name":"Paladin","type":"class","img":"icons/skills/melee/weapons-crossed-swords-yellow-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":104094993,"definitionId":4,"entityTypeId":1446578651,"spellSlotDivisor":2,"spellCastingAbility":"cha","importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"system":{"description":{"value":"A holy warrior bound to a sacred oath
\nHit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma
Hit Points
\nHit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
\nArmor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from @Compendium[dnd5e.rules.Using Each Ability]{Athletics}, @Compendium[dnd5e.rules.Using Each Ability]{Insight}, @Compendium[dnd5e.rules.Using Each Ability]{Intimidation}, @Compendium[dnd5e.rules.Using Each Ability]{Medicine}, @Compendium[dnd5e.rules.Using Each Ability]{Persuasion}, and @Compendium[dnd5e.rules.Using Each Ability]{Religion}
Divine Sense
\nThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
\n\nLay on Hands
\nYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
\nThis feature has no effect on undead and constructs.
\n\n@Compendium[world.ddb-graus-dnd-class-features.zM86kpae9WIdCsAE]{Additional Paladin Spells}
\n2nd-level paladin feature
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level | \nAdditional Spells | \n
---|---|
2nd | \nGentle repose, Prayer of healing, Warding bond | \n
3rd | \nSpirit shroud * | \n
5th | \nSummon celestial * | \n
@Compendium[world.ddb-graus-dnd-class-features.jbxfiepl5ILwvgUV]{Fighting Style}
\nAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.lSagJ03DzBy4OD9K]{Spellcasting}
\nBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
\nThe Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
\n\nDivine Smite
\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
\n\n@Compendium[world.ddb-graus-dnd-class-features.5AlRn0yeii7gr3Qj]{Harness Divine Power}
\n3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Divine Health
\nBy 3rd level, the divine magic flowing through you makes you immune to disease.
\n\nSacred Oath
\nWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
\nIf you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
\n\n@Compendium[world.ddb-graus-dnd-class-features.NR2c9DOBH8z3lzr4]{Martial Versatility}
\n4th-level paladin feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
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.eDJFs6wCLZMBHRcp]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nAura of Protection
\nStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
\nAt 18th level, the range of this aura increases to 30 feet.
\n\nAura of Courage
\nStarting at 10th level, you and friendly creatures within 10 feet of you can’t be @Compendium[dnd5e.rules.Frightened]{frightened} while you are conscious.
\nAt 18th level, the range of this aura increases to 30 feet.
\n\nImproved Divine Smite
\nBy 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
\n\nCleansing Touch
\nBeginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
\n\nAura Improvements
\nAt 18th level, the range of your auras increase to 30 feet.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nDragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail.
\nRacial Traits
+2 Strength, +1 Charisma, Draconic Ancestry, Breath Weapon, Damage Resistance
Draconic Ancestry
\nYou have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
\nDragon | \nDamage Type | \nBreath Weapon | \n
---|---|---|
Black | \nAcid | \n5 by 30 ft. line (Dex. save) | \n
Blue | \nLightning | \n5 by 30 ft. line (Dex. save) | \n
Brass | \nFire | \n5 by 30 ft. line (Dex. save) | \n
Bronze | \nLightning | \n5 by 30 ft. line (Dex. save) | \n
Copper | \nAcid | \n5 by 30 ft. line (Dex. save) | \n
Gold | \nFire | \n15 ft. cone (Dex. save) | \n
Green | \nPoison | \n15 ft. cone (Con. save) | \n
Red | \nFire | \n15 ft. cone (Dex. save) | \n
Silver | \nCold | \n15 ft. cone (Con. save) | \n
White | \nCold | \n15 ft. cone (Con. save) | \n
Breath Weapon
\nYou can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
\n\nDamage Resistance
\nYou have resistance to the damage type associated with your draconic ancestry.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Charisma score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
\n\nAge
\nYoung dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
\n\nSize
\nDragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 32","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Gkn1Zxt4LXVCc3Lm","name":"Draconic Ancestry: Blue Dragon","type":"feat","img":"icons/commodities/biological/wing-lizard-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":3,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6,"choice":{"label":"Blue Dragon","choiceId":"8-0-42442774","componentId":3,"componentTypeId":1960452172,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"race"}},"importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"race"}}},"system":{"description":{"value":"You gain a breath weapon and damage resistance with your chosen dragon type.\n\n
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
\nDragon | \nDamage Type | \nBreath Weapon | \n
---|---|---|
Black | \nAcid | \n5 by 30 ft. line (Dex. save) | \n
Blue | \nLightning | \n5 by 30 ft. line (Dex. save) | \n
Brass | \nFire | \n5 by 30 ft. line (Dex. save) | \n
Bronze | \nLightning | \n5 by 30 ft. line (Dex. save) | \n
Copper | \nAcid | \n5 by 30 ft. line (Dex. save) | \n
Gold | \nFire | \n15 ft. cone (Dex. save) | \n
Green | \nPoison | \n15 ft. cone (Con. save) | \n
Red | \nFire | \n15 ft. cone (Dex. save) | \n
Silver | \nCold | \n15 ft. cone (Con. save) | \n
White | \nCold | \n15 ft. cone (Con. save) | \n
\n
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
\nDragon | \nDamage Type | \nBreath Weapon | \n
---|---|---|
Black | \nAcid | \n5 by 30 ft. line (Dex. save) | \n
Blue | \nLightning | \n5 by 30 ft. line (Dex. save) | \n
Brass | \nFire | \n5 by 30 ft. line (Dex. save) | \n
Bronze | \nLightning | \n5 by 30 ft. line (Dex. save) | \n
Copper | \nAcid | \n5 by 30 ft. line (Dex. save) | \n
Gold | \nFire | \n15 ft. cone (Dex. save) | \n
Green | \nPoison | \n15 ft. cone (Con. save) | \n
Red | \nFire | \n15 ft. cone (Dex. save) | \n
Silver | \nCold | \n15 ft. cone (Con. save) | \n
White | \nCold | \n15 ft. cone (Con. save) | \n
\n
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
\n \n\n
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
\n \nYou have resistance to the damage type associated with your draconic ancestry.
","chat":"You have resistance to the damage type associated with your draconic ancestry.
","unidentified":""},"source":"Basic Rules pg 34","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"do2DMbIzzCMWytap","name":"Additional Paladin Spells","type":"feat","img":"icons/sundries/books/book-symbol-canterbury-cross.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":3035428,"type":"class","entityTypeId":12168134,"dndbeyond":{"requiredLevel":2,"displayOrder":1},"importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class"}}},"system":{"description":{"value":"Your Paladin has additional spells available to them, as designated in Tasha's Cauldron of Everything.\n\n
2nd-level paladin feature
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level | \nAdditional Spells | \n
---|---|
2nd | \nGentle repose, Prayer of healing, Warding bond | \n
3rd | \nSpirit shroud * | \n
5th | \nSummon celestial * | \n
\n
2nd-level paladin feature
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level | \nAdditional Spells | \n
---|---|
2nd | \nGentle repose, Prayer of healing, Warding bond | \n
3rd | \nSpirit shroud * | \n
5th | \nSummon celestial * | \n
\n
4th-level paladin feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
\n
4th-level paladin feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
\nThis feature has no effect on undead and constructs.
","chat":"Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
\nThis feature has no effect on undead and constructs.
","unidentified":""},"source":"Paladin","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"UH2kzK2zY2axKSod","name":"Fighting Style: Defense","type":"feat","img":"icons/equipment/shield/heater-stone-orange.webp","effects":[{"label":"AC: Fighting Style: Defense","icon":"icons/skills/melee/strike-weapons-orange.webp","changes":[{"key":"system.attributes.ac.bonus","value":"1","mode":2,"priority":18}],"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"disabled":false,"flags":{"dae":{"transfer":true,"stackable":false},"ddbimporter":{"disabled":false,"itemId":262},"midi-qol":{"forceCEOff":true}},"_id":"accov67a6dvnwj5p","origin":null}],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":262,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Defense","choiceId":"3-0-224059641","componentId":262,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Paladin"},"class":"Paladin","subclass":"Oathbreaker","importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Paladin"}},"dae":{"alwaysActive":false,"activeEquipped":false}},"system":{"description":{"value":"At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
","chat":"At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
","unidentified":""},"source":"Paladin","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xMqsgVn5mxCCy6V1","name":"Spellcasting","type":"feat","img":"icons/magic/light/projectiles-star-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":263,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin"},"class":"Paladin","subclass":"Oathbreaker","importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Cleric"}}},"system":{"description":{"value":"By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
\nThe Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
","chat":"By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
\nThe Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier
\nSpell attack modifier = your proficiency bonus + your Charisma modifier
\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
","unidentified":""},"source":"Paladin","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"r50vu2jZIUpjjUhM","name":"Divine Health","type":"feat","img":"icons/magic/life/cross-worn-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":265,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin"},"class":"Paladin","subclass":"Oathbreaker","importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"system":{"description":{"value":"By 3rd level, the divine magic flowing through you makes you immune to disease.
","chat":"By 3rd level, the divine magic flowing through you makes you immune to disease.
","unidentified":""},"source":"Paladin","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xBG6YBKZt9PCENsE","name":"Sacred Oath","type":"feat","img":"icons/sundries/documents/document-sealed-red-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":266,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1}],"class":"Paladin"},"class":"Paladin","subclass":"Oathbreaker","importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"system":{"description":{"value":"When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
\nIf you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
","chat":"When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
\nIf you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
","unidentified":""},"source":"Paladin","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}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tLkSLhqNo6jCrh4l","name":"Aura of Protection","type":"feat","img":"icons/magic/air/wind-tornado-wall-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":270,"type":"class","dndbeyond":{"requiredLevel":6,"displayOrder":12,"levelScale":{"id":65763,"level":6,"description":"range 10 feet","dice":null,"fixedValue":10},"levelScales":[{"id":65763,"level":6,"description":"range 10 feet","dice":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"fixedValue":10},{"id":65764,"level":18,"description":"range 30 feet","dice":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"fixedValue":30}],"limitedUse":[],"class":"Paladin"},"class":"Paladin","subclass":"Oathbreaker","importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"system":{"description":{"value":"Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
\nAt 18th level, the range of this aura increases to 30 feet.
","chat":"Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
\nAt 18th level, the range of this aura increases to 30 feet.
","unidentified":""},"source":"Paladin","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":[["@scale.paladin.aura-of-protection"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"2IgU562tQzePX7Jr","name":"Oathbreaker Spells","type":"feat","img":"icons/sundries/books/book-embossed-jewel-silver-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":601,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Paladin : Oathbreaker"},"class":"Paladin","subclass":"Oathbreaker","importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"class","text":"Paladin"}}},"system":{"description":{"value":"An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.
\nPaladin Level | \nSpells | \n
---|---|
3rd | \nhellish rebuke, inflict wounds | \n
5th | \ncrown of madness, darkness | \n
9th | \nanimate dead, bestow curse | \n
13th | \nblight, confusion | \n
17th | \ncontagion, dominate person | \n
An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.
\nPaladin Level | \nSpells | \n
---|---|
3rd | \nhellish rebuke, inflict wounds | \n
5th | \ncrown of madness, darkness | \n
9th | \nanimate dead, bestow curse | \n
13th | \nblight, confusion | \n
17th | \ncontagion, dominate person | \n
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
\nAt 18th level, the range of this aura increases to 30 feet.
","chat":"Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
\nAt 18th level, the range of this aura increases to 30 feet.
","unidentified":""},"source":"Paladin : Oathbreaker","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":[["@scale.oathbreaker.aura-of-hate"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uXyqpesESvZPCgZy","name":"Tough","type":"feat","img":"icons/equipment/shoulder/pauldron-segmented-steel-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":49,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"7c51b6t60tvhkgxl"},"obsidian":{"source":{"type":"feat"}}},"system":{"description":{"value":"Your HP maximum increases by 18.\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 \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 \nYou grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.Using Each Ability]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.Using Each Ability]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.Using Each Ability]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.Using Each Ability]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.Using Each Ability]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.Using Each Ability]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
\n \n\n
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
\n \n\n
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
\nThis feature has no effect on undead and constructs.
\n \n\n
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
\nThis feature has no effect on undead and constructs.
\n \n\n
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
\n \n\n
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
\n \n\n
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
\nIf you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
\n \n\n
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
\nIf you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
\n \n\n
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n \n\n
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n \n\n
As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
\n \n\n
As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
\n \n\n
As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is @Compendium[dnd5e.rules.pAcHCDJBhybiVzMF]{frightened} of the paladin for 1 minute. If a creature @Compendium[dnd5e.rules.pAcHCDJBhybiVzMF]{frightened} by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
\n \n\n
As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is @Compendium[dnd5e.rules.pAcHCDJBhybiVzMF]{frightened} of the paladin for 1 minute. If a creature @Compendium[dnd5e.rules.pAcHCDJBhybiVzMF]{frightened} by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.
\n \n\n
3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
\n
3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 points of slashing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.
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\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 219","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[radiant - The next time you hit a creature with a weapon attack before this spell ends]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"vcxj27L1iS7p33aP","name":"Prayer of Healing","type":"spell","img":"icons/magic/life/heart-cross-strong-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":117396,"definitionId":2212,"entityTypeId":341470558,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":117396,"entityTypeId":341470558,"healingBoost":0,"usesSpellSlot":true},"originalName":"Prayer of Healing","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":267,"sourceType":1}],"tags":["Healing"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 267","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":6,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[healing - Unaffected: constructs, undead] + @mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"q7SlGxOGTBHFe4oW","name":"Zone of Truth","type":"spell","img":"icons/magic/symbols/runes-star-magenta.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138961,"definitionId":2305,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138961,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Zone of Truth","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":289,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You create a magical zone that guards against @Compendium[dnd5e.rules.Using Each Ability]{deception} in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
\nAn affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 289","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"RVShECnKx3hMA1jN","name":"Blinding Smite","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-flame-strong-blue-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136137,"definitionId":2334,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136137,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Blinding Smite","sources":[{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Damage","Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be @Compendium[dnd5e.rules.Blinded]{blinded} until the spell ends.
\nA creature @Compendium[dnd5e.rules.Blinded]{blinded} by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer @Compendium[dnd5e.rules.Blinded]{blinded}.
","chat":"","unidentified":""},"source":"Player's Handbook pg 219","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8[radiant - The next time you hit a creature with a melee weapon attack during this spell’s duration]","radiant"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"2Wp8jZHidVrfBzhB","name":"Aura of Vitality","type":"spell","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136076,"definitionId":2333,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136076,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Aura of Vitality","sources":[{"sourceId":2,"pageNumber":216,"sourceType":1}],"tags":["Healing"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
","chat":"","unidentified":""},"source":"Player's Handbook pg 216","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[healing - You can use a bonus action to target one creature in the aura (including you)]","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"LkZQjTyCfcttDjUW","name":"Revivify","type":"spell","img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138657,"definitionId":2234,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138657,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Revivify","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":272,"sourceType":1}],"tags":["Healing"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 272","activation":{"type":"action","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":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"diamonds worth 300 gp, which the spell consumes"},"materials":{"value":"diamonds worth 300 gp, which the spell consumes","consumed":true,"cost":300,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"hCIS6JIUgikbY3Pz","name":"Daylight","type":"spell","img":"icons/magic/light/beams-rays-orange-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136505,"definitionId":2060,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136505,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Daylight","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
\nIf you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
\nIf any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":60,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PATMgvXdPobQ8t8A","name":"Aid","type":"spell","img":"icons/magic/life/heart-cross-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136021,"definitionId":1990,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136021,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Aid","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":211,"sourceType":1}],"tags":["Buff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
\nAt Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 211","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":3,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny strip of white cloth"},"materials":{"value":"a tiny strip of white cloth","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"(@item.level - 1) * 5"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"l1fdLyHZGCO0h04a","name":"Animate Dead","type":"spell","img":"icons/magic/control/fear-fright-monster-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136042,"definitionId":1996,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136042,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Animate Dead","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":212,"sourceType":1}],"tags":["Creation"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 212","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a drop of blood, a piece of flesh, and a pinch of bone dust"},"materials":{"value":"a drop of blood, a piece of flesh, and a pinch of bone dust","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"guIyYxrql0Z2BnFA","name":"Bestow Curse","type":"spell","img":"icons/magic/control/buff-flight-wings-runes-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136114,"definitionId":2013,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136114,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bestow Curse","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":218,"sourceType":1}],"tags":["Debuff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the @Compendium[dnd5e.rules.Using Each Ability]{nature} of the curse from the following options:
\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
\nAt Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 218","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":3,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"eHflFiJtbBSMWCR8","name":"Bless","type":"spell","img":"icons/magic/control/buff-flight-wings-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136127,"definitionId":2016,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136127,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Bless","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":219,"sourceType":1}],"tags":["Buff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 219","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":3,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a sprinkling of holy water"},"materials":{"value":"a sprinkling of holy water","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"BYKgW4Cf3LauOB81","name":"Command","type":"spell","img":"icons/magic/fire/explosion-fireball-small-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136233,"definitionId":2032,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136233,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Command","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":223,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.Prone]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 223","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ylwMAy4o2hOuRSY2","name":"Create Food and Water","type":"spell","img":"icons/magic/nature/leaf-glow-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136458,"definitionId":2052,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136458,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Create Food and Water","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":229,"sourceType":1}],"tags":["Creation"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 229","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"zEVjMCpVmgHJOPB2","name":"Darkness","type":"spell","img":"icons/magic/perception/eye-ringed-glow-angry-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136493,"definitionId":2058,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136493,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Darkness","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":230,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with @Compendium[dnd5e.rules.Darkvision]{darkvision} can't see through this darkness, and nonmagical light can't illuminate it.
\nIf the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
\nIf any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":15,"width":null,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"evo","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true,"value":"bat fur and a drop of pitch or piece of coal"},"materials":{"value":"bat fur and a drop of pitch or piece of coal","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"gsELBdUHeJGdOcPu","name":"Detect Evil and Good","type":"spell","img":"icons/magic/air/air-burst-spiral-blue-gray.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136556,"definitionId":2064,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136556,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
\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":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"VuxPKCb0r3jvYK0r","name":"Detect Magic","type":"spell","img":"icons/magic/light/explosion-star-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136564,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136564,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Magic","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"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":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Ey04h0tjSdYmzowB","name":"Detect Poison and Disease","type":"spell","img":"icons/magic/air/air-burst-spiral-teal-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136571,"definitionId":2066,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136571,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Detect Poison and Disease","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":231,"sourceType":1}],"tags":["Detection"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
\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":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":true,"value":"a yew leaf"},"materials":{"value":"a yew leaf","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"ACCZH0uW6sYl8px0","name":"Dispel Magic","type":"spell","img":"icons/skills/melee/strike-blade-knife-orange-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136619,"definitionId":2072,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136619,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dispel Magic","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"r3MNRbCSt2uKDlPW","name":"Divine Favor","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-flame-blue-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136645,"definitionId":2074,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136645,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Divine Favor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Damage"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 234","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[radiant - Until spell ends]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"zjgCQPLOH5AVAXPI","name":"Find Steed","type":"spell","img":"icons/magic/nature/wolf-paw-glow-teal-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136804,"definitionId":2098,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136804,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Find Steed","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":240,"sourceType":1}],"tags":["Summoning"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
\nYour steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
\nWhen the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
\nWhile your steed is within 1 mile of you, you can communicate with each other telepathically.
\nYou can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 240","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"wvTYj3vFFbDKTYRD","name":"Hellish Rebuke","type":"spell","img":"icons/magic/control/fear-fright-shadow-monster-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138067,"definitionId":2142,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138067,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Hellish Rebuke","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Damage"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"reaction","cost":1,"condition":"which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d10[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":1,"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":true},"scaling":{"mode":"level","formula":"1d10"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"VBPTfWwzk3kp7xst","name":"Heroism","type":"spell","img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138072,"definitionId":2144,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138072,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroism","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.Frightened]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"koKmEn41Nh5Bd1wi","name":"Inflict Wounds","type":"spell","img":"icons/magic/unholy/strike-beam-blood-red-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138352,"definitionId":2156,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138352,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Inflict Wounds","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":253,"sourceType":1}],"tags":["Damage"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 253","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d10[necrotic]","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"level","formula":"1d10"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"X8gr9TlusrY6JA1a","name":"Lesser Restoration","type":"spell","img":"icons/magic/life/heart-cross-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138389,"definitionId":2164,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138389,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Lesser Restoration","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":255,"sourceType":1}],"tags":["Healing"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You touch a creature and can end either one disease or one condition afflicting it. The condition can be @Compendium[dnd5e.rules.Blinded]{blinded}, @Compendium[dnd5e.rules.Deafened]{deafened}, @Compendium[dnd5e.rules.Paralyzed]{paralyzed}, or @Compendium[dnd5e.rules.Poisoned]{poisoned}.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 255","activation":{"type":"action","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":"","per":null,"recovery":""},"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"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"SiH0o2wq6Q6pZo2O","name":"Locate Object","type":"spell","img":"icons/magic/earth/projectile-stone-boulder-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138420,"definitionId":2170,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138420,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Locate Object","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Detection"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
\nThe spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
\nThis spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a forked twig"},"materials":{"value":"a forked twig","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"LIJTpxbaCZFfVGXz","name":"Magic Circle","type":"spell","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138439,"definitionId":2174,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138439,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Magic Circle","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Control","Debuff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
\nChoose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
\nThe creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 256","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"cylinder"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"holy water or powdered silver and iron worth at least 100 gp, which the spell consumes"},"materials":{"value":"holy water or powdered silver and iron worth at least 100 gp, which the spell consumes","consumed":true,"cost":100,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"rvIHIjmBa37AQSTE","name":"Magic Weapon","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-flame-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138451,"definitionId":2178,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138451,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Magic Weapon","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":257,"sourceType":1}],"tags":["Buff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 257","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"5Hbwkwg10Fw6houN","name":"Protection from Evil and Good","type":"spell","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138611,"definitionId":2221,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138611,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Protection from Evil and Good","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Buff","Debuff","Warding"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
\nThe protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be @Compendium[dnd5e.rules.Charmed]{charmed}, @Compendium[dnd5e.rules.Frightened]{frightened}, or possessed by them. If the target is already @Compendium[dnd5e.rules.Charmed]{charmed}, @Compendium[dnd5e.rules.Frightened]{frightened}, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"holy water or powdered silver and iron, which the spell consumes"},"materials":{"value":"holy water or powdered silver and iron, which the spell consumes","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"hlb6PwLwOeQgJFOG","name":"Protection from Poison","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-triangle-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138617,"definitionId":2222,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138617,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Protection from Poison","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Buff","Warding"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You touch a creature. If it is @Compendium[dnd5e.rules.Poisoned]{poisoned}, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
\nFor the duration, the target has advantage on saving throws against being @Compendium[dnd5e.rules.Poisoned]{poisoned}, and it has resistance to poison damage.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"jvxtBZRj2vRVwLii","name":"Purify Food and Drink","type":"spell","img":"icons/magic/light/explosion-star-teal-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138621,"definitionId":2223,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138621,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Purify Food and Drink","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":270,"sourceType":1}],"tags":["Utility"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 270","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":5,"width":null,"units":"ft","type":"sphere"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"mI9QeiUaEOTcmlMP","name":"Remove Curse","type":"spell","img":"icons/magic/life/heart-cross-strong-purple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138644,"definitionId":2229,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138644,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Remove Curse","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":271,"sourceType":1}],"tags":["Buff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 271","activation":{"type":"action","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":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"abj","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"cQ9D1zJJ5GGXOwAk","name":"Shield of Faith","type":"spell","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138707,"definitionId":2248,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138707,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield of Faith","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Buff","Warding"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","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":true,"ritual":false,"concentration":true,"value":"a small parchment with a bit of holy text written on it"},"materials":{"value":"a small parchment with a bit of holy text written on it","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"INATDuV2Po4soZZm","name":"Compelled Duel","type":"spell","img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136243,"definitionId":2313,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136243,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Compelled Duel","sources":[{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Control","Social","Debuff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
","chat":"","unidentified":""},"source":"Player's Handbook pg 274","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[fire - Initial Damage]","fire"]],"versatile":""},"formula":"1d6[fire - At the start of each of the target's turns until the spell ends]","save":{"ability":"con","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"aYUTmd5IkVF4Geda","name":"Thunderous Smite","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-flame-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138848,"definitionId":2322,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138848,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Thunderous Smite","sources":[{"sourceId":2,"pageNumber":282,"sourceType":1}],"tags":["Damage","Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked @Compendium[dnd5e.rules.Prone]{prone}.
","chat":"","unidentified":""},"source":"Player's Handbook pg 282","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[thunder - The first time you hit with a melee weapon attack during this spell’s duration]","thunder"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sSqxqCahWRMeLS3V","name":"Wrathful Smite","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-flame-purple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138957,"definitionId":2324,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":138957,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Wrathful Smite","sources":[{"sourceId":2,"pageNumber":289,"sourceType":1}],"tags":["Damage","Control"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be @Compendium[dnd5e.rules.Frightened]{frightened} of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
","chat":"","unidentified":""},"source":"Player's Handbook pg 289","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic - The next time you hit with a melee weapon attack during this spell’s duration]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"pRCmemg5AC9Md500","name":"Crown of Madness","type":"spell","img":"icons/commodities/metal/fragments-steel-barbed.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136475,"definitionId":2329,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":2,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136475,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Crown of Madness","sources":[{"sourceId":2,"pageNumber":229,"sourceType":1}],"tags":["Control","Compulsion"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.Charmed]{charmed} by you for the duration.
\nWhile the target is @Compendium[dnd5e.rules.Charmed]{charmed} in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The @Compendium[dnd5e.rules.Charmed]{charmed} target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
","chat":"","unidentified":""},"source":"Player's Handbook pg 230","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":30,"width":null,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[radiant - When each nonhostile creature within the aura hits with an attack]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"W1wOCjVw95Bu0sO4","name":"Elemental Weapon","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-purple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":136706,"definitionId":2337,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":136706,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Elemental Weapon","sources":[{"sourceId":2,"pageNumber":237,"sourceType":1}],"tags":["Damage","Buff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"paladin"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
","chat":"","unidentified":""},"source":"Player's Handbook pg 237","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[acid - Choose acid, cold, fire, lightning, or thunder]","acid"],["1d4[cold - Choose acid, cold, fire, lightning, or thunder]","cold"],["1d4[fire - Choose acid, cold, fire, lightning, or thunder]","fire"],["1d4[lightning - Choose acid, cold, fire, lightning, or thunder]","lightning"],["1d4[thunder - Choose acid, cold, fire, lightning, or thunder]","thunder"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"dOsNbdw7Pc8KLIXs","name":"Ceremony","type":"spell","img":"icons/sundries/books/book-purple-cross.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":137946,"definitionId":14760,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":1,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":137946,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Ceremony","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Buff","Utility"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
\nAtonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (@Compendium[dnd5e.rules.Using Each Ability]{Insight}) check. On a successful check, you restore the target to its original alignment.
\nBless Water. You touch one vial of water and cause it to become holy water.
\nComing of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
\nDedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
\nFuneral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
\nWedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"25 gp worth of powdered silver, which the spell consumes"},"materials":{"value":"25 gp worth of powdered silver, which the spell consumes","consumed":true,"cost":25,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"GTW2LRbt6rgkNEzx","name":"Spirit Shroud","type":"spell","img":"icons/magic/death/projectile-skull-fire-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":5833697,"definitionId":718581,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Paladin","level":9,"characterClassId":104094993,"spellLevel":3,"ability":"cha","mod":4,"dc":16,"cantripBoost":false,"overrideDC":false,"id":5833697,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Spirit Shroud","sources":[{"sourceId":67,"pageNumber":108,"sourceType":1}],"tags":["Damage","Debuff"],"version":"2.9.51","importId":"7c51b6t60tvhkgxl"},"spell-class-filter-for-5e":{"parentClass":"cleric"},"betterRolls5e":{"quickVersatile":{"altValue":true},"quickCharges":{"value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}}}},"system":{"description":{"value":"You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.
\nUntil the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
\nIn addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
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\nRanged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
\nThe drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
The drow’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
\nAt will: dancing lights
\n1/day each: darkness, faerie fire, levitate (self only)
\nThe Drow Elite Warrior uses Innate Spellcasting!
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The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
\nMagical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
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Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
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Kürbis-Cupcake, der sich jeden Tag im Morgengrauen in seinem Pappbecher auf magische Weise regeneriert
Schmeckt gut, füllt aber nicht
","chat":"","unidentified":""},"source":"","quantity":1,"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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"effects":[],"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"flags":{"core":{"sourceId":"Item.AUoRXTXOdi5E6ATg"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668359985818,"modifiedTime":1668360335500,"lastModifiedBy":"NKXwoX82cTxPYATP"},"_id":"oK276zkRZgQFcd7i"},{"_id":"JjbAzcU6hnGETFy6","name":"Lantern of Revealing","type":"consumable","img":"icons/sundries/lights/lantern-iron-yellow.webp","effects":[],"folder":null,"sort":1100000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.7FLs8qIGdOFnz9oL"},"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}},"system":{"description":{"value":"Wondrous item
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152903041,"modifiedTime":1668369326607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"_id":"vcvUGSmj0ouh4EH5","name":"Oil Flask","type":"consumable","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":200000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":10,"weight":1,"price":0.1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152831866,"modifiedTime":1668369347607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"name":"Relentless Rage","type":"feat","system":{"description":{"value":"If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead. \n\nThe DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.\n\n
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 40","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":2,"version":"3.2.7","baseName":"Half-Orc","moreDetailsUrl":"/races/2-half-orc","baseRaceId":2,"baseRaceName":"Half-Orc","fullName":"Half-Orc","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/385/636327460616726799.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/465/636274570629837473.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/466/636274570630462055.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Half-Orc.jpeg","_id":"5qeuMVn3bFVpcAMU","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593684,"modifiedTime":1670776593684,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
","chat":"","unidentified":""},"source":"Basic Rules pg 41","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":57,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"_id":"roHtPX52su0UALdd","img":"icons/creatures/magical/construct-iron-stomping-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593689,"modifiedTime":1670776593689,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Savage Attacks","type":"feat","system":{"description":{"value":"When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.\n\n
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
","chat":"","unidentified":""},"source":"Barbarian","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":52,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"1LhUZCK7bRG1jV7E","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":"10.291","createdTime":1670776593694,"modifiedTime":1670776593694,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Reckless Attack","type":"feat","system":{"description":{"value":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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","chat":"","unidentified":""},"source":"Barbarian","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":"","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":61,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"n1RgARCQZi72myHI","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593709,"modifiedTime":1670776593709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fast Movement","type":"feat","system":{"description":{"value":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
","chat":"","unidentified":""},"source":"Barbarian","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":62,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":10,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"pyPuQZrkzRvNpYvZ","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593711,"modifiedTime":1670776593711,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feral Instinct","type":"feat","system":{"description":{"value":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
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\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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{"_id":"xSXtmNF4Wifvstci","name":"Hajime","type":"character","img":"ddb-images/characters/Hajime.jpeg","items":[{"_id":"T4Zvctkf7SqMiIQj","name":"Lute","type":"tool","img":"icons/tools/instruments/lute-gold-brown.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Tool","tags":["Instrument"],"sources":[]},"id":679926248,"entityTypeId":1439493548,"containerEntityId":47167855,"containerEntityTypeId":1581111423,"definitionEntityTypeId":2103445194,"definitionId":131,"originalName":"Lute"},"magicitems":{"enabled":false},"infusions":{"maps":[],"applied":[],"infused":false},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickCheck":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
","chat":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
","unidentified":"Gear"},"source":null,"quantity":1,"weight":2,"price":35,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"","baseItem":"lute","ability":["dex"],"chatFlavor":"","proficient":1,"bonus":"","uses":{"value":0,"max":0,"per":null},"critical":{"threshold":null,"damage":null}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"qUhN5gSYUuSFM8qy","name":"Sneak Attack","type":"weapon","img":"icons/skills/melee/strike-dagger-arcane-pink.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"id":"71185","entityTypeId":"222216831","action":true,"componentId":343,"componentTypeId":12168134},"infusions":{"infused":false},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"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}}},"system":{"description":{"value":"Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.tUYvSkhggFcMpVw5]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.tUYvSkhggFcMpVw5]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
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1 | \nIt’s a flip stone. | \n
2 | \nIt gets great reception everywhere except in your headquarters. | \n
3 | \nIt sometimes picks up other magical conversations. | \n
4 | \nIt’s the perfect size, shape, and weight to be used as a skipping stone. | \n
5 | \nIt heats up when you use it, to the extent that it once burned through your gloves. | \n
6 | \nIt has an obnoxious ringtone that you can’t work out how to change. | \n
7 | \nIt fails to notify you of incoming messages except for a faint pulsating glow. | \n
8 | \nIt’s voice activated, so that every time you talk to someone, it tries to send a message to someone else. | \n
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1 | \nIt’s a flip stone. | \n
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3 | \nIt sometimes picks up other magical conversations. | \n
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6 | \nIt has an obnoxious ringtone that you can’t work out how to change. | \n
7 | \nIt fails to notify you of incoming messages except for a faint pulsating glow. | \n
8 | \nIt’s voice activated, so that every time you talk to someone, it tries to send a message to someone else. | \n
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\nWhile wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"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":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sPjRT6d2tQ49ty16","name":"Purple worm Poison","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,"ignoreTotalCover":false}},"system":{"description":{"value":"This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) 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":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"bonus","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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":19,"scaling":"flat"},"consumableType":"poison"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1671383201988,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"lqzFqsrTRPRVxGBC","name":"Caltrops","type":"consumable","img":"icons/weapons/thrown/bomb-spiked-purple.webp","effects":[],"folder":null,"sort":450000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
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\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":3,"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,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bBcJf6GkmalaN4NB","name":"Alchemy Jug","type":"equipment","img":"icons/containers/kitchenware/jug-terracotta-orange.webp","effects":[],"folder":null,"sort":450000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/917/636381772833565799.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/100/636284695008732697.jpeg","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":3,"pageNumber":150,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Alchemy-Jug.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5346,"originalName":"Alchemy Jug"},"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 ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
@Compendium[world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK]{Fancy Footwork}
\nWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r]{Rakish Audacity}
\nStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU]{Panache}
\nAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) check contested by a creature’s Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check. The creature must be able to hear you, and the two of you must share a language.
\nIf you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
\nIf you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
\n\n@Compendium[world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh]{Elegant Maneuver}
\nStarting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) or Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) check you make during the same turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE]{Master Duelist}
\nBeginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
\n\n","chat":"","unidentified":""},"source":"","identifier":"swashbuckler","classIdentifier":"rogue","advancement":[{"_id":"y7EfR2rm0fP7B1vz","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK","Compendium.world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zykuwzaeXqd33cp6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU"]},"value":{},"level":9,"title":"Features","icon":"","classRestriction":""},{"_id":"1wm9Prep1kwFZHmB","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh"]},"value":{},"level":13,"title":"Features","icon":"","classRestriction":""},{"_id":"KBJnWJt0D2hKbBcJ","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE"]},"value":{},"level":17,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":60629724,"id":80,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Swashbuckler"}}},"_id":"b0dQJg1vhEb6lOD1","img":"icons/creatures/abilities/dragon-breath-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381070963,"modifiedTime":1671381070963,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Rogue","type":"class","system":{"description":{"value":"A scoundrel who uses @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{stealth} and trickery to overcome obstacles and enemies
\nHit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence
Hit Points
\nHit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Performance}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Sleight of Hand}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}
@Compendium[world.ddb-graus-dnd-class-features.ADodXjXueivtZ8MR]{Expertise}
\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
\n\nSneak Attack
\nBeginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n\nThieves’ Cant
\nDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
\n\nCunning Action
\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n\nRoguish Archetype
\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
\n\nAbility Score Improvement
\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nUncanny Dodge
\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Z1cY6ji9AOgTwwvD]{Evasion}
\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
\n\nReliable Talent
\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
\n\nBlindsense
\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within 10 feet of you.
\n\nSlippery Mind
\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
\n\nElusive
\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nStroke of Luck
\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
\nOnce you use this feature, you can’t use it again until you finish a short or long rest.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nBards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
@Compendium[world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl]{Bonus Proficiencies}
\nWhen you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX]{Fighting Style}
\nAt 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM]{Blade Flourish}
\nAt 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX]{Extra Attack}
\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2]{Master’s Flourish}
\nStarting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
\n\n","chat":"","unidentified":""},"source":"","identifier":"college-of-swords","classIdentifier":"bard","advancement":[{"_id":"HDibMFoO0OH9D00b","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl","Compendium.world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX","Compendium.world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"DmIAChzQoIVNZdaD","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"JhAo5BAzS9Hw4S1S","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":82625332,"id":95,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"College of Swords"}}},"_id":"GckkS9RO4qyjdmIz","img":"icons/weapons/swords/sword-broad-serrated-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071060,"modifiedTime":1671381071060,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bard","type":"class","system":{"description":{"value":"An inspiring magician whose power echoes the music of creation
\nHit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma
Hit Points
\nHit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
@Compendium[world.ddb-graus-dnd-class-features.XBtjKFuGITaqWg1I]{Spellcasting}
\nYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
\n\nBardic Inspiration
\nYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n\nJack of All Trades
\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
\n\nSong of Rest
\nBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
\n\nBard College
\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jm7O5ZFdHiqtUCM1]{Expertise}
\nAt 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\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\nFont of Inspiration
\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
\n\nCountercharm
\nAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} ends early if you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n\nMagical Secrets
\nBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
\nYou learn two additional spells from any classes at 14th level and again at 18th level.
\n\nSuperior Inspiration
\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nThe diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense.
\nRacial Traits
+2 Dexterity, Lucky, Brave, Halfling Nimbleness
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.
\nLightfoots are more @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.
\n\nLucky
\nWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
\n\nBrave
\nYou have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
\n\nHalfling Nimbleness
\nYou can move through the space of any creature that is of a size larger than yours.
\n\nAbility Score Increase
\nYour Dexterity score increases by 2.
\n\nLanguages
\nYou can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
\n\nAge
\nA halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
\n\nSize
\nHalflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
\n\nSpeed
\nYour base walking speed is 25 feet.
\n\nNaturally Stealthy
\nYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
\n\nAbility Score Increase
\nYour Charisma score increases by 1.
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","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":51,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"okSaNoovMjwhBVim","img":"icons/equipment/neck/necklace-charm-clover.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071657,"modifiedTime":1671381071657,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brave","type":"feat","system":{"description":{"value":"You have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":52,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"ORgOg548CIUgGdaz","img":"icons/skills/social/intimidation-impressing.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071658,"modifiedTime":1671381071658,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Halfling Nimbleness","type":"feat","system":{"description":{"value":"You can move through the space of any creature that is of a size larger than yours.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":53,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"dvWTQuwXYM8OjVQ6","img":"icons/equipment/feet/shoes-collared-leather-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071660,"modifiedTime":1671381071660,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Naturally Stealthy","type":"feat","system":{"description":{"value":"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":54,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":200},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"lhqmJGA2XcoKNfg9","img":"icons/equipment/back/cloak-collared-blue-iron.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071662,"modifiedTime":1671381071662,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Stealth","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
","chat":"","unidentified":""},"source":"Rogue","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":342,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Stealth","choiceId":"2-1447","componentId":342,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Rogue"},"class":"Rogue","subclass":"Swashbuckler","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Rogue"}}},"_id":"PfUG902jaN1Uspti","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071665,"modifiedTime":1671381071665,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Sleight of Hand","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
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\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
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\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
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\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Performance","choiceId":"2-1403","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"3hRflHVCRe0IJEaO","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071714,"modifiedTime":1671381071714,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Investigation","type":"feat","system":{"description":{"value":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Investigation","choiceId":"2-1404","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"CsqT69HVF7cjrRvi","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071716,"modifiedTime":1671381071716,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bonus Proficiencies","type":"feat","system":{"description":{"value":"When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":653,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"8MghoHTTXpTaLwyH","img":"icons/skills/trades/academics-investigation-puzzles.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071718,"modifiedTime":1671381071718,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style: Two-Weapon Fighting","type":"feat","system":{"description":{"value":"At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":654,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Two-Weapon Fighting","choiceId":"3-0-227704611","componentId":654,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"E5M3Rz1bi71p3GyP","img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071720,"modifiedTime":1671381071720,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Blade Flourish","type":"feat","system":{"description":{"value":"At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":"TAsCxFTE89it82Fv","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":655,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"MhLq67ZzwbH1q7JZ","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":"10.291","createdTime":1671381071724,"modifiedTime":1671381072101,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Criminal / Spy","type":"background","system":{"description":{"value":"You are an experienced criminal with a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history} of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
d8 | Specialty |
---|---|
1 | Blackmailer |
2 | Burglar |
3 | Enforcer |
4 | Fence |
5 | Highway robber |
6 | Hired killer |
7 | Pickpocket |
8 | Smuggler |
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
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 have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n \n\n
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n \n\n
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n \n\n
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \nYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"enc","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":"cantrip","formula":"1d4"}},"name":"Vicious Mockery","flags":{"ddbimporter":{"id":138907,"definitionId":2290,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138907,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Vicious Mockery","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":285,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"E0DH3T5CWgQFpWNn","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071780,"modifiedTime":1671381071780,"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":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":138433,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138433,"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":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"TilDhDPILYYNV6jm","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":"10.291","createdTime":1671381071783,"modifiedTime":1671381071783,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","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":"Disguise Self","flags":{"ddbimporter":{"id":136606,"definitionId":2069,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136606,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"wI2A1TM8jmNbZKrX","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071785,"modifiedTime":1671381071785,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Heroism","flags":{"ddbimporter":{"id":138071,"definitionId":2144,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138071,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroism","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"CcPIDVWfAbxTlfNP","img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071787,"modifiedTime":1671381071787,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 252","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":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a pearl worth at least 100 gp and an owl feather"},"materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Identify","flags":{"ddbimporter":{"id":138340,"definitionId":2152,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138340,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Identify","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":252,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"8xraP4LRHVd7DqDw","img":"icons/magic/light/explosion-star-teal-purple-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071789,"modifiedTime":1671381071789,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} creature automatically succeeds on the save.
\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 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","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":"level","formula":"1d6"}},"name":"Dissonant Whispers","flags":{"ddbimporter":{"id":136624,"definitionId":2314,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136624,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dissonant Whispers","sources":[{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"midi-qol":{"effectActivation":false}},"_id":"vs4aV18ArqDfVqnX","img":"icons/magic/control/fear-fright-shadow-monster-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071791,"modifiedTime":1671381071791,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} creatures).
\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
\nUndead and creatures immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} aren’t affected by this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of fine sand, rose petals, or a cricket"},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"name":"Sleep","flags":{"ddbimporter":{"id":138727,"definitionId":2254,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138727,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Sleep","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":276,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"3zSGJ7ADoiKHWjgB","img":"icons/magic/light/explosion-star-pink-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071793,"modifiedTime":1671381071793,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shut the Fuck Up","flags":{"ddbimporter":{"id":138711,"definitionId":2251,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":2,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138711,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silence","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"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}},"_id":"hTvXBxhEeSNPI8h9","img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1671381071795,"modifiedTime":1675627889185,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"name":"Havanna Zigarren","type":"loot","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true},"_id":"UaMvNgsTNs7oSm63","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"xgMypWx4t6BFt0QO":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671382691919,"modifiedTime":1671382709123,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"VzwHnsYfVP4ry0oh","name":"Rapier of Wounding","type":"weapon","img":"icons/weapons/swords/greatsword-flamberge.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5177,"originalName":"Rapier of Wounding","pack":"dnd5e.items","originalItemName":"Rapier of Wounding","replaced":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"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}},"midi-qol":{"effectActivation":false,"fumbleThreshold":null},"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},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.rXvNI6VTyShmMzKx"}},"system":{"description":{"value":"(Requires attunement)
\nHit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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\nYou regain 2d4+2 hit points when you drink this potion.
\n\n
","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":2,"weight":0.1,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"ownership":{"default":0,"xgMypWx4t6BFt0QO":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675630722542,"modifiedTime":1675630743820,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"cRXcfriBBEhrABBU","name":"Potion of Greater Healing","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-glowing-red.webp","effects":[],"folder":null,"sort":4500000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.L887NdWEP5NqHCrQ"}},"system":{"description":{"value":"
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
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You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
","public":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
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{"_id":"aCY5UJLcLDSdbwfS","name":"Gradash","type":"character","img":"ddb-images/characters/Gradash.jpeg","items":[{"_id":"C2OSG6k9bwBoAQRg","name":"Unarmed Strike","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"dndbeyond":{"type":"Martial Arts"}},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). 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While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
","chat":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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\nDie Grossaxt besteht aus einem Stab aus Mahagoni-Holz und einem Verzierten Kopf aus Schwarz-Stahl, bei dem 2 Axtblätter aus reiner Magie entspringen, wenn der Knopf am unteren Ende des Griffes betätigt wird.
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\nDie Grossaxt besteht aus einem Stab aus Mahagoni-Holz und einem Verzierten Kopf aus Schwarz-Stahl, bei dem 2 Axtblätter aus reiner Magie entspringen, wenn der Knopf am unteren Ende des Griffes betätigt wird.
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","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"cook","ability":"wis","chatFlavor":"Von Gordon Ramsay signiert","proficient":0,"bonus":"","damage":{"parts":[]}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TsCJKs0392GuR7nR","name":"Portabler Kochmeister","type":"tool","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"flags":{"midi-qol":{"effectActivation":false},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickCheck":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"cook","ability":"wis","chatFlavor":"Hilft beim kochen und gibt Tipps. (gesprochen von Gordon Ramsay)","proficient":0,"bonus":""},"ownership":{"default":0,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IJm23hzrNf4hfdeB","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":3,"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,"nP9JMbc9lqWmPkoF":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"QXPgeUatgnugg9Cy","name":"Potion of Healing","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-red.webp","effects":[],"folder":null,"sort":200000,"flags":{"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}},"system":{"description":{"value":"The potion's red liquid glimmers when agitated.
\nYou regain 2d4+2 hit points when you drink this potion.
\n\n
","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":0,"weight":0.1,"price":50,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"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":"","amount":null,"value":"","_deprecated":true},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + 2","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,"nP9JMbc9lqWmPkoF":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1665337479146,"modifiedTime":1675631022082,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"folder":"AtVnSGOUipkDnS5r","name":"Kürbis Cupcake","type":"consumable","img":"icons/consumables/grains/donut-baked-brown.webp","system":{"description":{"value":"
Kürbis-Cupcake, der sich jeden Tag im Morgengrauen in seinem Pappbecher auf magische Weise regeneriert
Schmeckt gut, füllt aber nicht
","chat":"","unidentified":""},"source":"","quantity":1,"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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"effects":[],"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"flags":{"core":{"sourceId":"Item.AUoRXTXOdi5E6ATg"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668359985818,"modifiedTime":1668360335500,"lastModifiedBy":"NKXwoX82cTxPYATP"},"_id":"oK276zkRZgQFcd7i"},{"_id":"JjbAzcU6hnGETFy6","name":"Lantern of Revealing","type":"consumable","img":"icons/sundries/lights/lantern-iron-yellow.webp","effects":[],"folder":null,"sort":1100000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.7FLs8qIGdOFnz9oL"},"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}},"system":{"description":{"value":"Wondrous item
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152903041,"modifiedTime":1668369326607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"_id":"vcvUGSmj0ouh4EH5","name":"Oil Flask","type":"consumable","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":200000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":10,"weight":1,"price":0.1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152831866,"modifiedTime":1668369347607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"name":"Relentless Rage","type":"feat","system":{"description":{"value":"If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead. \n\nThe DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.\n\n
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
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Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
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When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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","chat":"","unidentified":""},"source":"Barbarian","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":55,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":7,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"Y3djfzl3wQmoEG4E","img":"icons/magic/fire/projectile-wave-arrow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593706,"modifiedTime":1670776593706,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Extra Attack","type":"feat","system":{"description":{"value":"Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
","chat":"","unidentified":""},"source":"Barbarian","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":"","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":61,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"n1RgARCQZi72myHI","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593709,"modifiedTime":1670776593709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fast Movement","type":"feat","system":{"description":{"value":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
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\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
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\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":102,"type":"class","dndbeyond":{"requiredLevel":10,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"YzBwheicqE3xssNg","img":"icons/magic/nature/leaf-glow-maple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593733,"modifiedTime":1670776593733,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Great Weapon Master","type":"feat","system":{"description":{"value":"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.\n\n
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":10,"weight":1,"price":0.1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152831866,"modifiedTime":1668369347607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"name":"Relentless Rage","type":"feat","system":{"description":{"value":"If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead. \n\nThe DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.\n\n
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 40","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":2,"version":"3.2.7","baseName":"Half-Orc","moreDetailsUrl":"/races/2-half-orc","baseRaceId":2,"baseRaceName":"Half-Orc","fullName":"Half-Orc","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/385/636327460616726799.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/465/636274570629837473.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/466/636274570630462055.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Half-Orc.jpeg","_id":"5qeuMVn3bFVpcAMU","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593684,"modifiedTime":1670776593684,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
","chat":"","unidentified":""},"source":"Basic Rules pg 41","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":57,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"_id":"roHtPX52su0UALdd","img":"icons/creatures/magical/construct-iron-stomping-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593689,"modifiedTime":1670776593689,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Savage Attacks","type":"feat","system":{"description":{"value":"When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.\n\n
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
","chat":"","unidentified":""},"source":"Barbarian","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":52,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"1LhUZCK7bRG1jV7E","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":"10.291","createdTime":1670776593694,"modifiedTime":1670776593694,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Reckless Attack","type":"feat","system":{"description":{"value":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
","chat":"","unidentified":""},"source":"Barbarian","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":53,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}},"favtab":{"isFavorite":true}},"_id":"3XWpSbrFrNIndImq","img":"icons/skills/melee/blade-tips-triple-bent-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593697,"modifiedTime":1670776593697,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Danger Sense","type":"feat","system":{"description":{"value":"At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
","chat":"","unidentified":""},"source":"Barbarian","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":54,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":6,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"hMqMXKAHnnWd4ugL","img":"icons/skills/wounds/injury-face-impact-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593700,"modifiedTime":1670776593700,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Primal Path","type":"feat","system":{"description":{"value":"At 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
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","chat":"","unidentified":""},"source":"Barbarian","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":"","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":61,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"n1RgARCQZi72myHI","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593709,"modifiedTime":1670776593709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fast Movement","type":"feat","system":{"description":{"value":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
","chat":"","unidentified":""},"source":"Barbarian","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":62,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":10,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"pyPuQZrkzRvNpYvZ","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593711,"modifiedTime":1670776593711,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feral Instinct","type":"feat","system":{"description":{"value":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
","chat":"","unidentified":""},"source":"Barbarian","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":63,"type":"class","dndbeyond":{"requiredLevel":7,"displayOrder":11,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"WcmDfOYAAywKKpRE","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593715,"modifiedTime":1670776593715,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brutal Critical","type":"feat","system":{"description":{"value":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
","chat":"","unidentified":""},"source":"Barbarian","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":[["@scale.barbarian.brutal-critical"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"ddbimporter":{"id":64,"type":"class","dndbeyond":{"requiredLevel":9,"displayOrder":13,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"74EA63Rswgql7rI3","img":"icons/skills/melee/strike-axe-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593717,"modifiedTime":1670776593717,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spirit Seeker","type":"feat","system":{"description":{"value":"Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":99,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"mw5M4yXSf8qpwAfF","img":"icons/magic/nature/wolf-paw-glow-large-purple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593720,"modifiedTime":1670776593720,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Totem Spirit: Bear","type":"feat","system":{"description":{"value":"At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":100,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Bear","choiceId":"3-0-138301571","componentId":100,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"nE3vEzmB4vTMX5yi","img":"icons/commodities/treasure/trinket-totem-bone-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593723,"modifiedTime":1670776593723,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Aspect of the Beast: Elk","type":"feat","system":{"description":{"value":"At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":102,"type":"class","dndbeyond":{"requiredLevel":10,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"YzBwheicqE3xssNg","img":"icons/magic/nature/leaf-glow-maple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593733,"modifiedTime":1670776593733,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Great Weapon Master","type":"feat","system":{"description":{"value":"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.\n\n
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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The potion's red liquid glimmers when agitated.
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\n\n
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\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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{"_id":"aCY5UJLcLDSdbwfS","name":"Gradash","type":"character","img":"ddb-images/characters/Gradash.jpeg","items":[{"_id":"C2OSG6k9bwBoAQRg","name":"Unarmed Strike","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"dndbeyond":{"type":"Martial Arts"}},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"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":5,"long":"","units":"ft."},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WNZI4ydp8NNs8Ije","name":"Stone of Good Luck (Halskette)","type":"equipment","img":"icons/commodities/gems/gem-faceted-octagon-yellow.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/164/636382344755607510.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/434/636284772336589393.jpeg","filterType":"Wondrous item","tags":["Buff"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":205,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Stone-of-Good-Luck-Halskette-.jpeg"},"id":669483846,"entityTypeId":1439493548,"containerEntityId":51946089,"containerEntityTypeId":1581111423,"definitionEntityTypeId":112130694,"definitionId":4773,"originalName":"Stone of Good Luck (Luckstone)","version":"2.7.1"},"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"},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
","chat":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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","chat":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
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\nProficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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\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).
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Schmeckt gut, füllt aber nicht
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While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152903041,"modifiedTime":1668369326607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"_id":"vcvUGSmj0ouh4EH5","name":"Oil Flask","type":"consumable","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":200000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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.
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\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
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\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
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\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
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\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":100,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Bear","choiceId":"3-0-138301571","componentId":100,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"nE3vEzmB4vTMX5yi","img":"icons/commodities/treasure/trinket-totem-bone-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593723,"modifiedTime":1670776593723,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Aspect of the Beast: Elk","type":"feat","system":{"description":{"value":"At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":101,"type":"class","dndbeyond":{"requiredLevel":6,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Elk","choiceId":"3-0-166114037","componentId":101,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"9b70TIRd9SM58jhp","img":"icons/commodities/claws/claws-bear-brown-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593730,"modifiedTime":1670776593730,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spirit Walker","type":"feat","system":{"description":{"value":"At 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":102,"type":"class","dndbeyond":{"requiredLevel":10,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"YzBwheicqE3xssNg","img":"icons/magic/nature/leaf-glow-maple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593733,"modifiedTime":1670776593733,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Great Weapon Master","type":"feat","system":{"description":{"value":"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.\n\n
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
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\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).
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While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
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\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 40","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":2,"version":"3.2.7","baseName":"Half-Orc","moreDetailsUrl":"/races/2-half-orc","baseRaceId":2,"baseRaceName":"Half-Orc","fullName":"Half-Orc","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/385/636327460616726799.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/465/636274570629837473.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/466/636274570630462055.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Half-Orc.jpeg","_id":"5qeuMVn3bFVpcAMU","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593684,"modifiedTime":1670776593684,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
","chat":"","unidentified":""},"source":"Basic Rules pg 41","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":57,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"_id":"roHtPX52su0UALdd","img":"icons/creatures/magical/construct-iron-stomping-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593689,"modifiedTime":1670776593689,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Savage Attacks","type":"feat","system":{"description":{"value":"When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.\n\n
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
","chat":"","unidentified":""},"source":"Barbarian","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":52,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"1LhUZCK7bRG1jV7E","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":"10.291","createdTime":1670776593694,"modifiedTime":1670776593694,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Reckless Attack","type":"feat","system":{"description":{"value":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
","chat":"","unidentified":""},"source":"Barbarian","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":53,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}},"favtab":{"isFavorite":true}},"_id":"3XWpSbrFrNIndImq","img":"icons/skills/melee/blade-tips-triple-bent-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593697,"modifiedTime":1670776593697,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Danger Sense","type":"feat","system":{"description":{"value":"At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
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","chat":"","unidentified":""},"source":"Barbarian","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":"","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":61,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"n1RgARCQZi72myHI","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593709,"modifiedTime":1670776593709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fast Movement","type":"feat","system":{"description":{"value":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
","chat":"","unidentified":""},"source":"Barbarian","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":62,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":10,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"pyPuQZrkzRvNpYvZ","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593711,"modifiedTime":1670776593711,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feral Instinct","type":"feat","system":{"description":{"value":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
","chat":"","unidentified":""},"source":"Barbarian","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":63,"type":"class","dndbeyond":{"requiredLevel":7,"displayOrder":11,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"WcmDfOYAAywKKpRE","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593715,"modifiedTime":1670776593715,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brutal Critical","type":"feat","system":{"description":{"value":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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The potion's red liquid glimmers when agitated.
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\n\n
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\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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{"_id":"aCY5UJLcLDSdbwfS","name":"Gradash","type":"character","img":"ddb-images/characters/Gradash.jpeg","items":[{"_id":"C2OSG6k9bwBoAQRg","name":"Unarmed Strike","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"dndbeyond":{"type":"Martial Arts"}},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"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":5,"long":"","units":"ft."},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WNZI4ydp8NNs8Ije","name":"Stone of Good Luck (Halskette)","type":"equipment","img":"icons/commodities/gems/gem-faceted-octagon-yellow.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/164/636382344755607510.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/434/636284772336589393.jpeg","filterType":"Wondrous item","tags":["Buff"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":205,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Stone-of-Good-Luck-Halskette-.jpeg"},"id":669483846,"entityTypeId":1439493548,"containerEntityId":51946089,"containerEntityTypeId":1581111423,"definitionEntityTypeId":112130694,"definitionId":4773,"originalName":"Stone of Good Luck (Luckstone)","version":"2.7.1"},"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"},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
","chat":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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","chat":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
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\nProficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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\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).
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Schmeckt gut, füllt aber nicht
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While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152903041,"modifiedTime":1668369326607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"_id":"vcvUGSmj0ouh4EH5","name":"Oil Flask","type":"consumable","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":200000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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.
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\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
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\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
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\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
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\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":100,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Bear","choiceId":"3-0-138301571","componentId":100,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"nE3vEzmB4vTMX5yi","img":"icons/commodities/treasure/trinket-totem-bone-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593723,"modifiedTime":1670776593723,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Aspect of the Beast: Elk","type":"feat","system":{"description":{"value":"At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":101,"type":"class","dndbeyond":{"requiredLevel":6,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Elk","choiceId":"3-0-166114037","componentId":101,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"9b70TIRd9SM58jhp","img":"icons/commodities/claws/claws-bear-brown-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593730,"modifiedTime":1670776593730,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spirit Walker","type":"feat","system":{"description":{"value":"At 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":102,"type":"class","dndbeyond":{"requiredLevel":10,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"YzBwheicqE3xssNg","img":"icons/magic/nature/leaf-glow-maple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593733,"modifiedTime":1670776593733,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Great Weapon Master","type":"feat","system":{"description":{"value":"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.\n\n
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
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\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).
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While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
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\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 40","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":2,"version":"3.2.7","baseName":"Half-Orc","moreDetailsUrl":"/races/2-half-orc","baseRaceId":2,"baseRaceName":"Half-Orc","fullName":"Half-Orc","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/385/636327460616726799.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/465/636274570629837473.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/466/636274570630462055.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Half-Orc.jpeg","_id":"5qeuMVn3bFVpcAMU","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593684,"modifiedTime":1670776593684,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
","chat":"","unidentified":""},"source":"Basic Rules pg 41","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":57,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"_id":"roHtPX52su0UALdd","img":"icons/creatures/magical/construct-iron-stomping-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593689,"modifiedTime":1670776593689,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Savage Attacks","type":"feat","system":{"description":{"value":"When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.\n\n
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
","chat":"","unidentified":""},"source":"Barbarian","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":52,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"1LhUZCK7bRG1jV7E","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":"10.291","createdTime":1670776593694,"modifiedTime":1670776593694,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Reckless Attack","type":"feat","system":{"description":{"value":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
","chat":"","unidentified":""},"source":"Barbarian","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":53,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}},"favtab":{"isFavorite":true}},"_id":"3XWpSbrFrNIndImq","img":"icons/skills/melee/blade-tips-triple-bent-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593697,"modifiedTime":1670776593697,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Danger Sense","type":"feat","system":{"description":{"value":"At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
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","chat":"","unidentified":""},"source":"Barbarian","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":"","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":61,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"n1RgARCQZi72myHI","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593709,"modifiedTime":1670776593709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fast Movement","type":"feat","system":{"description":{"value":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
","chat":"","unidentified":""},"source":"Barbarian","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":62,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":10,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"pyPuQZrkzRvNpYvZ","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593711,"modifiedTime":1670776593711,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feral Instinct","type":"feat","system":{"description":{"value":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
","chat":"","unidentified":""},"source":"Barbarian","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":63,"type":"class","dndbeyond":{"requiredLevel":7,"displayOrder":11,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"WcmDfOYAAywKKpRE","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593715,"modifiedTime":1670776593715,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brutal Critical","type":"feat","system":{"description":{"value":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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{"_id":"aCY5UJLcLDSdbwfS","name":"Gradash","type":"character","img":"ddb-images/characters/Gradash.jpeg","items":[{"_id":"C2OSG6k9bwBoAQRg","name":"Unarmed Strike","type":"weapon","img":"icons/skills/melee/unarmed-punch-fist.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"id":"unarmedStrike","action":true,"dndbeyond":{"type":"Martial Arts"}},"infusions":{"infused":false},"obsidian":{"source":{"type":"other"}}},"system":{"description":{"value":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","chat":"Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"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":5,"long":"","units":"ft."},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{},"proficient":true},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"WNZI4ydp8NNs8Ije","name":"Stone of Good Luck (Halskette)","type":"equipment","img":"icons/commodities/gems/gem-faceted-octagon-yellow.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/164/636382344755607510.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/434/636284772336589393.jpeg","filterType":"Wondrous item","tags":["Buff"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":205,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Stone-of-Good-Luck-Halskette-.jpeg"},"id":669483846,"entityTypeId":1439493548,"containerEntityId":51946089,"containerEntityTypeId":1581111423,"definitionEntityTypeId":112130694,"definitionId":4773,"originalName":"Stone of Good Luck (Luckstone)","version":"2.7.1"},"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"},"infusions":{"maps":[],"applied":[],"infused":false}},"system":{"description":{"value":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
","chat":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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","chat":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
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\nProficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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\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).
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Schmeckt gut, füllt aber nicht
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While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152903041,"modifiedTime":1668369326607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"_id":"vcvUGSmj0ouh4EH5","name":"Oil Flask","type":"consumable","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":200000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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.
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\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
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\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
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\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
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\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":100,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Bear","choiceId":"3-0-138301571","componentId":100,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"nE3vEzmB4vTMX5yi","img":"icons/commodities/treasure/trinket-totem-bone-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593723,"modifiedTime":1670776593723,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Aspect of the Beast: Elk","type":"feat","system":{"description":{"value":"At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":101,"type":"class","dndbeyond":{"requiredLevel":6,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Elk","choiceId":"3-0-166114037","componentId":101,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"9b70TIRd9SM58jhp","img":"icons/commodities/claws/claws-bear-brown-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593730,"modifiedTime":1670776593730,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Spirit Walker","type":"feat","system":{"description":{"value":"At 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
","chat":"","unidentified":""},"source":"Barbarian : Path of the Totem Warrior","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":102,"type":"class","dndbeyond":{"requiredLevel":10,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian : Path of the Totem Warrior"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"YzBwheicqE3xssNg","img":"icons/magic/nature/leaf-glow-maple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593733,"modifiedTime":1670776593733,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Great Weapon Master","type":"feat","system":{"description":{"value":"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.\n\n
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
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\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).
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While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
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\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 40","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":2,"version":"3.2.7","baseName":"Half-Orc","moreDetailsUrl":"/races/2-half-orc","baseRaceId":2,"baseRaceName":"Half-Orc","fullName":"Half-Orc","subRaceShortName":null,"isHomebrew":false,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/9/385/636327460616726799.jpeg?width=1000&height=1000&fit=bounds&quality=95&auto=webp","avatarUrl":"https://www.dndbeyond.com/avatars/6/465/636274570629837473.png?width=350&height=350&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6/466/636274570630462055.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"img":"ddb-images/other/race-portrait-Half-Orc.jpeg","_id":"5qeuMVn3bFVpcAMU","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593684,"modifiedTime":1670776593684,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
","chat":"","unidentified":""},"source":"Basic Rules pg 41","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":57,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"race"}}},"_id":"roHtPX52su0UALdd","img":"icons/creatures/magical/construct-iron-stomping-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593689,"modifiedTime":1670776593689,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Savage Attacks","type":"feat","system":{"description":{"value":"When you score a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.\n\n
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
","chat":"","unidentified":""},"source":"Barbarian","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":52,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":4,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"1LhUZCK7bRG1jV7E","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":"10.291","createdTime":1670776593694,"modifiedTime":1670776593694,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Reckless Attack","type":"feat","system":{"description":{"value":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
","chat":"","unidentified":""},"source":"Barbarian","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":53,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}},"favtab":{"isFavorite":true}},"_id":"3XWpSbrFrNIndImq","img":"icons/skills/melee/blade-tips-triple-bent-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593697,"modifiedTime":1670776593697,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Danger Sense","type":"feat","system":{"description":{"value":"At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
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","chat":"","unidentified":""},"source":"Barbarian","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":"","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":61,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":9,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"n1RgARCQZi72myHI","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593709,"modifiedTime":1670776593709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fast Movement","type":"feat","system":{"description":{"value":"Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
","chat":"","unidentified":""},"source":"Barbarian","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":62,"type":"class","dndbeyond":{"requiredLevel":5,"displayOrder":10,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"pyPuQZrkzRvNpYvZ","img":"icons/skills/movement/feet-winged-boots-brown.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593711,"modifiedTime":1670776593711,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Feral Instinct","type":"feat","system":{"description":{"value":"By 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
","chat":"","unidentified":""},"source":"Barbarian","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":63,"type":"class","dndbeyond":{"requiredLevel":7,"displayOrder":11,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Barbarian"},"class":"Barbarian","subclass":"Path of the Totem Warrior","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Barbarian"}}},"_id":"WcmDfOYAAywKKpRE","img":"icons/creatures/mammals/wolf-howl-moon-forest-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593715,"modifiedTime":1670776593715,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brutal Critical","type":"feat","system":{"description":{"value":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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A backpack can hold 1 cubic foot/ 30 pounds of gear.
\nYou can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
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Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Prepared:
Fireball
Find Familiar
Silvery Barbs
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@Compendium[world.ddb-graus-dnd-class-features.CJYLG9Sj5yiBA3v4]{Enchantment Savant}
\nBeginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
\n\n@Compendium[world.ddb-graus-dnd-class-features.u77pQXlJcp4OYH3O]{Hypnotic Gaze}
\nStarting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the end of your next turn. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature’s speed drops to 0, and the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} and visibly dazed.
\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jfVsb28B4D3QT3UR]{Instinctive Charm}
\nBeginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect.
\n\n@Compendium[world.ddb-graus-dnd-class-features.lIlbSSQdEzdvb0yv]{Split Enchantment}
\nStarting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Fffb9fote0uaqEzj]{Alter Memories}
\nAt 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}.
\nAdditionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
\n\n","chat":"","unidentified":""},"source":"","identifier":"school-of-enchantment","classIdentifier":"wizard","advancement":[{"_id":"1t2rsTWXGjkCQJUd","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.CJYLG9Sj5yiBA3v4","Compendium.world.ddb-graus-dnd-class-features.u77pQXlJcp4OYH3O"]},"value":{},"level":2,"title":"Features","icon":"","classRestriction":""},{"_id":"DLdHAP6eWe6AQpIA","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.jfVsb28B4D3QT3UR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"WHeofpEm07Fxaz3s","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.lIlbSSQdEzdvb0yv"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"TanHrptW9Fg8rGpK","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.Fffb9fote0uaqEzj"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":118068730,"id":53,"type":"class","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"class","text":"School of Enchantment"}}},"_id":"QqitqcbgeOY1kcKz","img":"icons/magic/lightning/bolt-strike-explosion-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134073,"modifiedTime":1671381134073,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Wizard","type":"class","system":{"description":{"value":"A scholarly magic-user capable of manipulating the structures of reality
\nHit Die: d6
Primary Ability: Intelligence
Saves: Intelligence & Wisdom
Hit Points
\nHit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
@Compendium[world.ddb-graus-dnd-class-features.DNSPcFMeI2rTkRl7]{Additional Wizard Spells}
\n1st-level wizard feature
\nThe spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and 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.
\nLevel | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.) | \n
1st | \nTasha’s caustic brew * (evoc.) | \n
2nd | \nAugury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.) | \n
3rd | \nIntellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.) | \n
4th | \nDivination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.) | \n
6th | \nSummon fiend * (conj.), Tasha’s otherworldly guise * (trans.) | \n
7th | \nDream of the blue veil * (conj.) | \n
9th | \nBlade of disaster * (conj.) | \n
Proficiencies
\nArmor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}
@Compendium[world.ddb-graus-dnd-class-features.p5IgDpm1q5sHxHwq]{Spellcasting}
\nAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
\nThe Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier
\nSpell attack modifier = your proficiency bonus + your Intelligence modifier
\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
\n\n\n\n \n \n \n \n \n \n \n \n
Arcane Recovery
\nYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
\n\nArcane Tradition
\nWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.
\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.cjviJlKSLIGbUM1p]{Cantrip Formulas}
\n3rd-level wizard feature
\nYou have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
\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\nSpell Mastery
\nAt 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
\n\nSignature Spells
\nWhen you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nAbility Score Increase
\nYour Charisma score increases by 2 and your Dexterity scrore increases by 1.
Age
\nKitsune reach physical maturity at about the same age as humans and can live up to 800 years.
\n\nAlignment
\nKitsune love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
\n\nSize
\nKitsune range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
\n\n@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nKeen Senses
\nYou have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.
\n\nTrue Form
\nA Kitsune can turn into a fox, you know the spell Polymorph but can only transform into a fox once.
\n\nLanguages
\nYou can speak, read, and write Common and Sylvan.
\n\nKitsune Trickery
\nOnce you reach 3rd level you can use the spell Disguise Self to hide your Kitsune heritage once.
\n\nKitsune-bi
\nAt 1st level you are able to use the Cantrip Produce Flame with the exception that your flame is blue.
\n\n","chat":"","unidentified":""},"source":null,"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":8595,"version":"3.2.7","sourceId":-1,"baseName":"Kitsune","moreDetailsUrl":"/races/8595-kitsune","baseRaceId":8595,"baseRaceName":"Kitsune","fullName":"Kitsune","subRaceShortName":null,"isHomebrew":true,"isLegacy":false,"isSubRace":false,"featIds":[],"portraitAvatarUrl":"https://www.dndbeyond.com/avatars/162/247/636543904490946626.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","largeAvatarUrl":"https://www.dndbeyond.com/avatars/162/246/636543904487826633.png?width=1000&height=1000&fit=bounds&quality=95&auto=webp","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"img":"icons/magic/symbols/runes-star-pentagon-blue.webp","_id":"uByksC5uncfwKMwt","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134379,"modifiedTime":1671381134379,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Age","type":"feat","system":{"description":{"value":"Kitsune reach physical maturity at about the same age as humans and can live up to 800 years.
","chat":"","unidentified":""},"source":null,"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":72246,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":2},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"uQg3oFiCdnZ6YEyc","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134381,"modifiedTime":1671381134381,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Alignment","type":"feat","system":{"description":{"value":"Kitsune love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
","chat":"","unidentified":""},"source":null,"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":72247,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":3},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"RYrMZcoIim22788u","effects":[],"img":"icons/svg/item-bag.svg","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134383,"modifiedTime":1671381134383,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Darkvision","type":"feat","system":{"description":{"value":"You can see in darkness (shades of gray) up to 60 ft.\n\n
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou have proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} skill.
","chat":"","unidentified":""},"source":null,"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":72251,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"dThhMFiyKshqZzkG","img":"icons/magic/perception/eye-ringed-glow-angry-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134387,"modifiedTime":1671381134387,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"True Form","type":"feat","system":{"description":{"value":"You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. You still need 8 hours for a long rest.\n\n
A Kitsune can turn into a fox, you know the spell Polymorph but can only transform into a fox once.
\n \nOnce you reach 3rd level you can use the spell Disguise Self to hide your Kitsune heritage once.
","chat":"","unidentified":""},"source":null,"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":72385,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"fZGO5ebyCSvO2ztQ","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134395,"modifiedTime":1671381134395,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Kitsune-bi","type":"feat","system":{"description":{"value":"At 1st level you are able to use the Cantrip Produce Flame with the exception that your flame is blue.
","chat":"","unidentified":""},"source":null,"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":72386,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":10},"importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"race"}}},"_id":"rpLmcuqS3Rb16bWA","img":"icons/magic/symbols/runes-star-pentagon-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134396,"modifiedTime":1671381134396,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Additional Wizard Spells","type":"feat","system":{"description":{"value":"Your Wizard has additional spells available to them, as designated in Tasha's Cauldron of Everything.\n\n
1st-level wizard feature
\nThe spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and 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.
\nLevel | \nAdditional Spells | \n
---|---|
Cantrip | \nBooming blade * (evoc.), Green-flame blade * (evoc.), Lightning lure * (evoc.), Mind sliver * (ench.), Sword burst * (conj.) | \n
1st | \nTasha’s caustic brew * (evoc.) | \n
2nd | \nAugury (divin., ritual), Enhance ability (trans.), Tasha’s mind whip * (ench.) | \n
3rd | \nIntellect fortress * (abjur.), Speak with dead (necro.), Spirit shroud * (necro.), Summon fey * (conj.), Summon shadowspawn * (conj.), Summon undead * (conj.) | \n
4th | \nDivination (divin., ritual), Summon aberration * (conj.), Summon construct * (conj.), Summon elemental * (conj.) | \n
6th | \nSummon fiend * (conj.), Tasha’s otherworldly guise * (trans.) | \n
7th | \nDream of the blue veil * (conj.) | \n
9th | \nBlade of disaster * (conj.) | \n
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
\nAt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
\nThe Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
\nFor example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier
\nSpell attack modifier = your proficiency bonus + your Intelligence modifier
\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
\n\n","chat":"","unidentified":""},"source":"Wizard","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":410,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard"},"class":"Wizard","subclass":"School of Enchantment","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"3ap6sCUlAGbaXdlS","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":"10.291","createdTime":1671381134413,"modifiedTime":1671381134413,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Arcane Tradition","type":"feat","system":{"description":{"value":" \n \n \n \n \n \n \n \n
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.
\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
","chat":"","unidentified":""},"source":"Wizard","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":412,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":5,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard"},"class":"Wizard","subclass":"School of Enchantment","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"sIrn93fmquRCELmF","img":"icons/magic/water/orb-ice-glow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134415,"modifiedTime":1671381134415,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Enchantment Savant","type":"feat","system":{"description":{"value":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.
","chat":"","unidentified":""},"source":"Wizard : School of Enchantment","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":430,"type":"class","dndbeyond":{"requiredLevel":2,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Wizard : School of Enchantment"},"class":"Wizard","subclass":"School of Enchantment","importId":"MrwHUe4rCq00Zq8M"},"obsidian":{"source":{"type":"class","text":"Wizard"}}},"_id":"dl0ME7rgjP3L2wlq","img":"icons/sundries/scrolls/scroll-runed-brown-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381134417,"modifiedTime":1671381134417,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fey Touched (Intelligence): Command","type":"feat","system":{"description":{"value":"You learn the misty step spell and one 1st-level divination/enchantment spell of your choice and can cast each of these spells without expending a spell slot, recharging on a long rest.\nYou can also cast these spells using spell slots you have of the appropriate level.You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
\n\n
Your exposure to the Feywild’s magic has changed you, granting you the following benefits:
\nYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
\n \n\n
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
\nFor example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
\n \n\n
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the end of your next turn. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature’s speed drops to 0, and the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} and visibly dazed.
\nOn subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
\nOnce the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
\n \n\n
3rd-level wizard feature
\nYou have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
\n \n\n
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
\nYou must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect.
\n \n\n
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
\n \nYou point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
\nThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 169","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[necrotic - The die type becomes a d12 if the target is missing any of its hit points.]","necrotic"]],"versatile":"1d12"},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"nec","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":""}},"name":"Toll the Dead","flags":{"ddbimporter":{"id":138276,"definitionId":14615,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138276,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Toll the Dead","sources":[{"sourceId":27,"pageNumber":169,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"VZH1tmmXUuYv6kMz","img":"icons/magic/death/skull-humanoid-worn-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065533,"modifiedTime":1671390065533,"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":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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mage Hand","flags":{"ddbimporter":{"id":138436,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138436,"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":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"HbiCPQVUfvHG91nF","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":"10.291","createdTime":1671390065539,"modifiedTime":1671390065539,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
\nThis spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
","chat":"","unidentified":""},"source":"Tasha’s Cauldron of Everything pg 108","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":0,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d6"}},"name":"Mind Sliver","flags":{"ddbimporter":{"id":5833522,"definitionId":718568,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":5833522,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Mind Sliver","sources":[{"sourceId":67,"pageNumber":108,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"Obk3UBQcCwkGVU8M","img":"icons/magic/light/beam-rays-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065545,"modifiedTime":1671390065545,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
\nThe 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 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"touch","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[lightning]","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Shocking Grasp","flags":{"ddbimporter":{"id":138710,"definitionId":2250,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138710,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Shocking Grasp","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"EtDlXYjrdPTnZlyX","img":"icons/magic/lightning/bolt-forked-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065550,"modifiedTime":1671390065550,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
\nYou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 259","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"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":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a short piece of copper wire"},"materials":{"value":"a short piece of copper wire","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Message","flags":{"ddbimporter":{"id":138481,"definitionId":2188,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":0,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138481,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Message","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":259,"sourceType":1}],"tags":["Communication","Social"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"GrtzhnwqgEzvj0Dc","img":"icons/commodities/currency/coin-engraved-sun-smile-copper.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065556,"modifiedTime":1671390065556,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the spell ends or until you or your companions do anything harmful to it. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Charm Person","flags":{"ddbimporter":{"id":136197,"definitionId":2025,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136197,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Charm Person","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"JOM91ZNeTzYCr1AU","img":"icons/magic/fire/explosion-fireball-medium-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065564,"modifiedTime":1671390065564,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"Choose from Acid, Cold, Fire, Lightning, Poison, Thunder, or Acid","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a diamond worth at least 50 gp"},"materials":{"value":"a diamond worth at least 50 gp","consumed":false,"cost":50,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d8"}},"name":"Chromatic Orb","flags":{"ddbimporter":{"id":136202,"definitionId":2312,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136202,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Chromatic Orb","sources":[{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"CGmfIL6l6AhuHBJq","img":"icons/magic/unholy/orb-beam-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065578,"modifiedTime":1671390065578,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"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.
","chat":"","unidentified":""},"source":"Strixhaven: A Curriculum of Chaos pg 38","activation":{"type":"reaction","cost":1,"condition":"which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw"},"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":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Silvery Barbs","flags":{"ddbimporter":{"id":10075688,"definitionId":1239804,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":10075688,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silvery Barbs","sources":[{"sourceId":80,"pageNumber":38,"sourceType":1}],"tags":["Buff","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"mCQPudS0gwniLWE2","img":"icons/magic/control/energy-stream-link-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065580,"modifiedTime":1671390065580,"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Shield","flags":{"ddbimporter":{"id":138703,"definitionId":2247,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138703,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Shield","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"nUlqLzHOCUSodQgH","img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065583,"modifiedTime":1671390065583,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 150","activation":{"type":"reaction","cost":1,"condition":"which you take when you take acid, cold, fire, lightning, or thunder damage"},"duration":{"value":1,"units":"round"},"cover":null,"target":{"value":1,"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":"Uses the damage type of the triggered attack: Acid, Cold, Fire, Lightning, or Poison.","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":false,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Absorb Elements","flags":{"ddbimporter":{"id":137860,"definitionId":2368,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137860,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Absorb Elements","sources":[{"sourceId":4,"pageNumber":150,"sourceType":1}],"tags":["Damage","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"OP9dDK0uTDM56D5K","img":"icons/magic/lightning/orb-ball-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065607,"modifiedTime":1671390065607,"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":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Detect Magic","flags":{"ddbimporter":{"id":136567,"definitionId":2065,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136567,"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":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"wgqv5QcA5EeszBo9","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":"10.291","createdTime":1671390065610,"modifiedTime":1671390065610,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
\nYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
\nWhen the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
\nWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
\nYou can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
\nFinally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 240","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":null},"range":{"value":10,"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":1,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier"},"materials":{"value":"10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier","consumed":true,"cost":10,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Find Familiar","flags":{"ddbimporter":{"id":136790,"definitionId":2097,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136790,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Find Familiar","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":240,"sourceType":1}],"tags":["Summoning"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"6SOoCIVMO4KtlwbT","img":"icons/magic/nature/wolf-paw-glow-purple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065615,"modifiedTime":1671390065615,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the spell ends. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"nec","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Cause Fear","flags":{"ddbimporter":{"id":137944,"definitionId":14758,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137944,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Cause Fear","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"msA3cRwQkAuHmXyP","img":"icons/magic/control/fear-fright-monster-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065620,"modifiedTime":1671390065620,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration.
\nWhile the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
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":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"abj","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a piece of cured leather"},"materials":{"value":"a piece of cured leather","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Mage Armor","flags":{"ddbimporter":{"id":138432,"definitionId":2172,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":1,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138432,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mage Armor","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":256,"sourceType":1}],"tags":["Buff","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"oTrjHyQhkwGsKbez","img":"icons/magic/defensive/shield-barrier-glowing-triangle-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065628,"modifiedTime":1671390065628,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight}, or if it can perceive illusions as false, as with @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{truesight}.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 260","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Mirror Image","flags":{"ddbimporter":{"id":138497,"definitionId":2193,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138497,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Mirror Image","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":260,"sourceType":1}],"tags":["Deception","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"0dccyHd9KxY5EYeT","img":"icons/magic/control/debuff-energy-hold-levitate-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065634,"modifiedTime":1671390065634,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
\nThe target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
\nYou can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
\nIf you or any of your companions damage the target, the spell ends.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 279","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":2,"school":"enc","components":{"vocal":true,"somatic":false,"material":true,"ritual":false,"concentration":true,"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil"},"materials":{"value":"a snake's tongue and either a bit of honeycomb or a drop of sweet oil","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Suggestion","flags":{"ddbimporter":{"id":138818,"definitionId":2269,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138818,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Suggestion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":279,"sourceType":1}],"tags":["Control","Social"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"8mhiEmlykhtW0zoP","img":"icons/magic/air/air-burst-spiral-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065653,"modifiedTime":1671390065653,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
\nThe phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
\nThe target can use its action to examine the phantasm with an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
\nWhile a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
\nAn affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
","chat":"","unidentified":""},"source":"Player's Handbook pg 264","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a bit of fleece"},"materials":{"value":"a bit of fleece","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Phantasmal Force","flags":{"ddbimporter":{"id":175444,"definitionId":2332,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":2,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":175444,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Phantasmal Force","sources":[{"sourceId":2,"pageNumber":264,"sourceType":1}],"tags":["Damage","Control","Deception"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"02jS30vKjUa8R2J2","img":"icons/magic/air/wind-vortex-swirl-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065657,"modifiedTime":1671390065657,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
\nWhenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 155","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":3,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Enemies Abound","flags":{"ddbimporter":{"id":138089,"definitionId":14836,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138089,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Enemies Abound","sources":[{"sourceId":27,"pageNumber":155,"sourceType":1}],"tags":["Control","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"GDu9RmYFhSJ0l3LV","img":"icons/magic/control/fear-fright-monster-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065660,"modifiedTime":1671390065660,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"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":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Counterspell","flags":{"ddbimporter":{"id":136450,"definitionId":2051,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136450,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Counterspell","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":228,"sourceType":1}],"tags":["Negation"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"OWQkIymsKeqOWrTB","img":"icons/skills/melee/strike-blade-hooked-orange-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065662,"modifiedTime":1671390065662,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
\nWhen the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a shaving of licorice root"},"materials":{"value":"a shaving of licorice root","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Haste","flags":{"ddbimporter":{"id":138058,"definitionId":2138,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138058,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Haste","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"EvwZE5gPnCExEia8","img":"icons/magic/control/buff-flight-wings-runes-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065665,"modifiedTime":1671390065665,"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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":3,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny ball of bat guano and sulfur"},"materials":{"value":"a tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball","flags":{"ddbimporter":{"id":136817,"definitionId":2102,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":3,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136817,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"tgoSWZV3cvcvbsJr","img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065668,"modifiedTime":1671390065668,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 151","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Charm Monster","flags":{"ddbimporter":{"id":137952,"definitionId":14763,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137952,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Charm Monster","sources":[{"sourceId":27,"pageNumber":151,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"fyHigIsenaWcOkRD","img":"icons/creatures/unholy/demon-winged-cyclops-drooling.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065677,"modifiedTime":1671390065677,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
\nd10 | \nBehavior | \n
---|---|
1 | \nThe creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. | \n
2-6 | \nThe creature doesn't move or take actions this turn. | \n
7-8 | \nThe creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | \n
9-10 | \nThe creature can act and move normally. | \n
\n
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 224","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":10,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":4,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"three nut shells"},"materials":{"value":"three nut shells","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Confusion","flags":{"ddbimporter":{"id":136260,"definitionId":2038,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136260,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Confusion","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":224,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"XRAMbxLOQR11yEn7","img":"icons/magic/air/wind-tornado-cyclone-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065687,"modifiedTime":1671390065687,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
\nThe hound is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creatures and can see into the Ethereal Plane. It ignores illusions.
\nAt the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"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":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d8[piercing]","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":4,"school":"con","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a tiny silver whistle, a piece of bone, and a thread"},"materials":{"value":"a tiny silver whistle, a piece of bone, and a thread","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Faithful Hound","flags":{"ddbimporter":{"id":2769,"definitionId":2092,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":2769,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Faithful Hound","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"tags":["Damage","Warding"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"QRL6kOMWh5gvq9BV","img":"icons/magic/nature/wolf-paw-glow-large-purple-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065691,"modifiedTime":1671390065691,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
\nUntil the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
\nCreatures within 30 feet of the sphere have disadvantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks made to listen.
\nAt Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
","chat":"","unidentified":""},"source":"Elemental Evil Player's Companion pg 166","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[bludgeoning - Each creature in the sphere when it appears or that ends its turn there]","bludgeoning"],["4d6[lightning - On a ranged spell attack hit]","lightning"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"spell"},"level":4,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Storm Sphere","flags":{"ddbimporter":{"id":138251,"definitionId":2400,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":4,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138251,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Storm Sphere","sources":[{"sourceId":4,"pageNumber":166,"sourceType":1}],"tags":["Damage","Control","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"nQ0OeevjX9nd1t6z","img":"icons/commodities/gems/pearl-storm.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065706,"modifiedTime":1671390065706,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. While the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
\nYou can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
\nYou can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
\nAt Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 244","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Geas","flags":{"ddbimporter":{"id":137932,"definitionId":2120,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":137932,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Geas","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":244,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"5vkiYTyExvOicvvx","img":"icons/magic/air/air-burst-spiral-large-yellow.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065709,"modifiedTime":1671390065709,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
\nWhile the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
\nEach time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
\nAt Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 235","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"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":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Dominate Person","flags":{"ddbimporter":{"id":136666,"definitionId":2078,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136666,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dominate Person","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":235,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"R2lkY1xIOq2hxnwF","img":"icons/magic/air/air-burst-spiral-large-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065713,"modifiedTime":1671390065713,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
\nAfter a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
","chat":"","unidentified":""},"source":"Xanathar's Guide to Everything pg 167","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"spell"},"level":5,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Synaptic Static","flags":{"ddbimporter":{"id":138259,"definitionId":14605,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":5,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":138259,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Synaptic Static","sources":[{"sourceId":27,"pageNumber":167,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"pwLf8azQOGLMwQUK","img":"icons/magic/fire/explosion-fireball-medium-purple-pink.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065716,"modifiedTime":1671390065716,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
\nA target must make a Dexterity saving throw. The target takes 10d8 lightning 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 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 221","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["10d8[lightning]","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"spell"},"level":6,"school":"evo","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins"},"materials":{"value":"a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Chain Lightning","flags":{"ddbimporter":{"id":136179,"definitionId":2024,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Wizard","level":12,"characterClassId":118068730,"spellLevel":6,"ability":"int","mod":5,"dc":17,"cantripBoost":false,"overrideDC":false,"id":136179,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Chain Lightning","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":221,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"},"spell-class-filter-for-5e":{"parentClass":"wizard"}},"_id":"AiSfmiDd8abKmkUP","img":"icons/magic/lightning/bolt-forked-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065720,"modifiedTime":1671390065720,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Disguise Self","flags":{"ddbimporter":{"definitionId":2069,"entityTypeId":420821570,"dndbeyond":{"lookup":"classFeature","lookupName":"Kitsune Trickery","lookupId":72385,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false,"granted":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"6BpScRTRGjIm2v1A","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065723,"modifiedTime":1671390065723,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Disguise Self","flags":{"ddbimporter":{"id":9257,"definitionId":2069,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Kitsune Trickery","lookupId":72385,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9257,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"D1lZyhI8dgkGoks5","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065733,"modifiedTime":1671390065733,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
\nYou can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
\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 269","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"msak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"cantrip","formula":"1d8"}},"name":"Produce Flame","flags":{"ddbimporter":{"id":9261,"definitionId":2217,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"Kitsune-bi","lookupId":72386,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9261,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Produce Flame","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":269,"sourceType":1}],"tags":["Creation","Damage"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"GpM9boFzGZr97k1e","img":"icons/magic/fire/explosion-fireball-medium-orange.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065735,"modifiedTime":1671390065735,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}.
\nThe creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a caterpillar cocoon"},"materials":{"value":"a caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Polymorph","flags":{"ddbimporter":{"definitionId":2209,"entityTypeId":420821570,"dndbeyond":{"lookup":"classFeature","lookupName":"True Form","lookupId":72253,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false,"granted":true},"originalName":"Polymorph","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control","Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"POeklptN66HIkbOW","img":"icons/magic/control/energy-stream-link-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065744,"modifiedTime":1671390065744,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
\nThe transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
\nThe target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}.
\nThe creature is limited in the actions it can perform by the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
\nThe target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 266","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"wis"},"level":4,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true,"value":"a caterpillar cocoon"},"materials":{"value":"a caterpillar cocoon","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"innate","prepared":true},"scaling":{"mode":"none","formula":""}},"name":"Polymorph","flags":{"ddbimporter":{"id":9265,"definitionId":2209,"entityTypeId":420821570,"dndbeyond":{"lookup":"race","lookupName":"True Form","lookupId":72253,"race":"Kitsune","level":null,"ability":"wis","mod":2,"dc":14,"overrideDC":false,"id":9265,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Polymorph","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":266,"sourceType":1}],"tags":["Control","Shapechanging"],"version":"3.2.7","importId":"UyFHcQsxHr7rX6JI"}},"_id":"r6lUKeOh6rRmiyIa","img":"icons/magic/control/energy-stream-link-large-teal.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671390065746,"modifiedTime":1671390065746,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
\nSome typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
\nApproach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
\nDrop. The target drops whatever it is holding and then ends its turn.
\nFlee. The target spends its turn moving away from you by the fastest available means.
\nGrovel. The target falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} and then ends its turn.
\nHalt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\nWhile wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"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":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sPjRT6d2tQ49ty16","name":"Purple worm Poison","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,"ignoreTotalCover":false}},"system":{"description":{"value":"This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) 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":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"bonus","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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":19,"scaling":"flat"},"consumableType":"poison"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1671383201988,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"lqzFqsrTRPRVxGBC","name":"Caltrops","type":"consumable","img":"icons/weapons/thrown/bomb-spiked-purple.webp","effects":[],"folder":null,"sort":450000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
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\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":3,"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,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bBcJf6GkmalaN4NB","name":"Alchemy Jug","type":"equipment","img":"icons/containers/kitchenware/jug-terracotta-orange.webp","effects":[],"folder":null,"sort":450000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/917/636381772833565799.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/100/636284695008732697.jpeg","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":3,"pageNumber":150,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Alchemy-Jug.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5346,"originalName":"Alchemy Jug"},"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 ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
@Compendium[world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK]{Fancy Footwork}
\nWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r]{Rakish Audacity}
\nStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU]{Panache}
\nAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) check contested by a creature’s Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check. The creature must be able to hear you, and the two of you must share a language.
\nIf you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
\nIf you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
\n\n@Compendium[world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh]{Elegant Maneuver}
\nStarting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) or Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) check you make during the same turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE]{Master Duelist}
\nBeginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
\n\n","chat":"","unidentified":""},"source":"","identifier":"swashbuckler","classIdentifier":"rogue","advancement":[{"_id":"y7EfR2rm0fP7B1vz","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK","Compendium.world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zykuwzaeXqd33cp6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU"]},"value":{},"level":9,"title":"Features","icon":"","classRestriction":""},{"_id":"1wm9Prep1kwFZHmB","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh"]},"value":{},"level":13,"title":"Features","icon":"","classRestriction":""},{"_id":"KBJnWJt0D2hKbBcJ","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE"]},"value":{},"level":17,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":60629724,"id":80,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Swashbuckler"}}},"_id":"b0dQJg1vhEb6lOD1","img":"icons/creatures/abilities/dragon-breath-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381070963,"modifiedTime":1671381070963,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Rogue","type":"class","system":{"description":{"value":"A scoundrel who uses @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{stealth} and trickery to overcome obstacles and enemies
\nHit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence
Hit Points
\nHit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Performance}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Sleight of Hand}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}
@Compendium[world.ddb-graus-dnd-class-features.ADodXjXueivtZ8MR]{Expertise}
\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
\n\nSneak Attack
\nBeginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n\nThieves’ Cant
\nDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
\n\nCunning Action
\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n\nRoguish Archetype
\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
\n\nAbility Score Improvement
\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nUncanny Dodge
\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Z1cY6ji9AOgTwwvD]{Evasion}
\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
\n\nReliable Talent
\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
\n\nBlindsense
\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within 10 feet of you.
\n\nSlippery Mind
\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
\n\nElusive
\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nStroke of Luck
\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
\nOnce you use this feature, you can’t use it again until you finish a short or long rest.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nBards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
@Compendium[world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl]{Bonus Proficiencies}
\nWhen you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX]{Fighting Style}
\nAt 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM]{Blade Flourish}
\nAt 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX]{Extra Attack}
\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2]{Master’s Flourish}
\nStarting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
\n\n","chat":"","unidentified":""},"source":"","identifier":"college-of-swords","classIdentifier":"bard","advancement":[{"_id":"HDibMFoO0OH9D00b","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl","Compendium.world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX","Compendium.world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"DmIAChzQoIVNZdaD","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"JhAo5BAzS9Hw4S1S","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":82625332,"id":95,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"College of Swords"}}},"_id":"GckkS9RO4qyjdmIz","img":"icons/weapons/swords/sword-broad-serrated-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071060,"modifiedTime":1671381071060,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bard","type":"class","system":{"description":{"value":"An inspiring magician whose power echoes the music of creation
\nHit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma
Hit Points
\nHit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
@Compendium[world.ddb-graus-dnd-class-features.XBtjKFuGITaqWg1I]{Spellcasting}
\nYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
\n\nBardic Inspiration
\nYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n\nJack of All Trades
\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
\n\nSong of Rest
\nBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
\n\nBard College
\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jm7O5ZFdHiqtUCM1]{Expertise}
\nAt 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\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\nFont of Inspiration
\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
\n\nCountercharm
\nAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} ends early if you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n\nMagical Secrets
\nBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
\nYou learn two additional spells from any classes at 14th level and again at 18th level.
\n\nSuperior Inspiration
\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nThe diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense.
\nRacial Traits
+2 Dexterity, Lucky, Brave, Halfling Nimbleness
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.
\nLightfoots are more @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.
\n\nLucky
\nWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
\n\nBrave
\nYou have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
\n\nHalfling Nimbleness
\nYou can move through the space of any creature that is of a size larger than yours.
\n\nAbility Score Increase
\nYour Dexterity score increases by 2.
\n\nLanguages
\nYou can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
\n\nAge
\nA halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
\n\nSize
\nHalflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
\n\nSpeed
\nYour base walking speed is 25 feet.
\n\nNaturally Stealthy
\nYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
\n\nAbility Score Increase
\nYour Charisma score increases by 1.
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","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":51,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"okSaNoovMjwhBVim","img":"icons/equipment/neck/necklace-charm-clover.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071657,"modifiedTime":1671381071657,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brave","type":"feat","system":{"description":{"value":"You have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":52,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"ORgOg548CIUgGdaz","img":"icons/skills/social/intimidation-impressing.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071658,"modifiedTime":1671381071658,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Halfling Nimbleness","type":"feat","system":{"description":{"value":"You can move through the space of any creature that is of a size larger than yours.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":53,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"dvWTQuwXYM8OjVQ6","img":"icons/equipment/feet/shoes-collared-leather-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071660,"modifiedTime":1671381071660,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Naturally Stealthy","type":"feat","system":{"description":{"value":"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":54,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":200},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"lhqmJGA2XcoKNfg9","img":"icons/equipment/back/cloak-collared-blue-iron.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071662,"modifiedTime":1671381071662,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Stealth","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
","chat":"","unidentified":""},"source":"Rogue","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":342,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Stealth","choiceId":"2-1447","componentId":342,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Rogue"},"class":"Rogue","subclass":"Swashbuckler","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Rogue"}}},"_id":"PfUG902jaN1Uspti","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071665,"modifiedTime":1671381071665,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Sleight of Hand","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
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\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
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\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
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\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Performance","choiceId":"2-1403","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"3hRflHVCRe0IJEaO","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071714,"modifiedTime":1671381071714,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Investigation","type":"feat","system":{"description":{"value":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Investigation","choiceId":"2-1404","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"CsqT69HVF7cjrRvi","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071716,"modifiedTime":1671381071716,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bonus Proficiencies","type":"feat","system":{"description":{"value":"When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":653,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"8MghoHTTXpTaLwyH","img":"icons/skills/trades/academics-investigation-puzzles.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071718,"modifiedTime":1671381071718,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style: Two-Weapon Fighting","type":"feat","system":{"description":{"value":"At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":654,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Two-Weapon Fighting","choiceId":"3-0-227704611","componentId":654,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"E5M3Rz1bi71p3GyP","img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071720,"modifiedTime":1671381071720,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Blade Flourish","type":"feat","system":{"description":{"value":"At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":"TAsCxFTE89it82Fv","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":655,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"MhLq67ZzwbH1q7JZ","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":"10.291","createdTime":1671381071724,"modifiedTime":1671381072101,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Criminal / Spy","type":"background","system":{"description":{"value":"You are an experienced criminal with a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history} of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
d8 | Specialty |
---|---|
1 | Blackmailer |
2 | Burglar |
3 | Enforcer |
4 | Fence |
5 | Highway robber |
6 | Hired killer |
7 | Pickpocket |
8 | Smuggler |
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
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 have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n \n\n
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n \n\n
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n \n\n
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \nYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"enc","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":"cantrip","formula":"1d4"}},"name":"Vicious Mockery","flags":{"ddbimporter":{"id":138907,"definitionId":2290,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138907,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Vicious Mockery","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":285,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"E0DH3T5CWgQFpWNn","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071780,"modifiedTime":1671381071780,"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":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":138433,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138433,"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":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"TilDhDPILYYNV6jm","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":"10.291","createdTime":1671381071783,"modifiedTime":1671381071783,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","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":"Disguise Self","flags":{"ddbimporter":{"id":136606,"definitionId":2069,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136606,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"wI2A1TM8jmNbZKrX","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071785,"modifiedTime":1671381071785,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Heroism","flags":{"ddbimporter":{"id":138071,"definitionId":2144,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138071,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroism","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"CcPIDVWfAbxTlfNP","img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071787,"modifiedTime":1671381071787,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 252","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":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a pearl worth at least 100 gp and an owl feather"},"materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Identify","flags":{"ddbimporter":{"id":138340,"definitionId":2152,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138340,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Identify","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":252,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"8xraP4LRHVd7DqDw","img":"icons/magic/light/explosion-star-teal-purple-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071789,"modifiedTime":1671381071789,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} creature automatically succeeds on the save.
\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 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","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":"level","formula":"1d6"}},"name":"Dissonant Whispers","flags":{"ddbimporter":{"id":136624,"definitionId":2314,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136624,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dissonant Whispers","sources":[{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"midi-qol":{"effectActivation":false}},"_id":"vs4aV18ArqDfVqnX","img":"icons/magic/control/fear-fright-shadow-monster-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071791,"modifiedTime":1671381071791,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} creatures).
\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
\nUndead and creatures immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} aren’t affected by this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of fine sand, rose petals, or a cricket"},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"name":"Sleep","flags":{"ddbimporter":{"id":138727,"definitionId":2254,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138727,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Sleep","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":276,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"3zSGJ7ADoiKHWjgB","img":"icons/magic/light/explosion-star-pink-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071793,"modifiedTime":1671381071793,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shut the Fuck Up","flags":{"ddbimporter":{"id":138711,"definitionId":2251,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":2,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138711,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silence","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"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}},"_id":"hTvXBxhEeSNPI8h9","img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1671381071795,"modifiedTime":1675627889185,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"name":"Havanna Zigarren","type":"loot","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true},"_id":"UaMvNgsTNs7oSm63","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"xgMypWx4t6BFt0QO":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671382691919,"modifiedTime":1671382709123,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"VzwHnsYfVP4ry0oh","name":"Rapier of Wounding","type":"weapon","img":"icons/weapons/swords/greatsword-flamberge.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5177,"originalName":"Rapier of Wounding","pack":"dnd5e.items","originalItemName":"Rapier of Wounding","replaced":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"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}},"midi-qol":{"effectActivation":false,"fumbleThreshold":null},"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},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.rXvNI6VTyShmMzKx"}},"system":{"description":{"value":"(Requires attunement)
\nHit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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\nYou regain 2d4+2 hit points when you drink this potion.
\n\n
","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":2,"weight":0.1,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"ownership":{"default":0,"xgMypWx4t6BFt0QO":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675630722542,"modifiedTime":1675630743820,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"cRXcfriBBEhrABBU","name":"Potion of Greater Healing","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-glowing-red.webp","effects":[],"folder":null,"sort":4500000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.L887NdWEP5NqHCrQ"}},"system":{"description":{"value":"
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
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You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
","public":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
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While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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\nDie Grossaxt besteht aus einem Stab aus Mahagoni-Holz und einem Verzierten Kopf aus Schwarz-Stahl, bei dem 2 Axtblätter aus reiner Magie entspringen, wenn der Knopf am unteren Ende des Griffes betätigt wird.
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\nDie Grossaxt besteht aus einem Stab aus Mahagoni-Holz und einem Verzierten Kopf aus Schwarz-Stahl, bei dem 2 Axtblätter aus reiner Magie entspringen, wenn der Knopf am unteren Ende des Griffes betätigt wird.
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","chat":"","unidentified":""},"source":"PHB pg. 154","quantity":1,"weight":8,"price":1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"cook","ability":"wis","chatFlavor":"Von Gordon Ramsay signiert","proficient":0,"bonus":"","damage":{"parts":[]}},"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"TsCJKs0392GuR7nR","name":"Portabler Kochmeister","type":"tool","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"flags":{"midi-qol":{"effectActivation":false},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickCheck":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}}}},"system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"toolType":"art","baseItem":"cook","ability":"wis","chatFlavor":"Hilft beim kochen und gibt Tipps. (gesprochen von Gordon Ramsay)","proficient":0,"bonus":""},"ownership":{"default":0,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"IJm23hzrNf4hfdeB","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":3,"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,"nP9JMbc9lqWmPkoF":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"folder":"AtVnSGOUipkDnS5r","name":"Kürbis Cupcake","type":"consumable","img":"icons/consumables/grains/donut-baked-brown.webp","system":{"description":{"value":"Kürbis-Cupcake, der sich jeden Tag im Morgengrauen in seinem Pappbecher auf magische Weise regeneriert
Schmeckt gut, füllt aber nicht
","chat":"","unidentified":""},"source":"","quantity":1,"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":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"effects":[],"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"flags":{"core":{"sourceId":"Item.AUoRXTXOdi5E6ATg"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1668359985818,"modifiedTime":1668360335500,"lastModifiedBy":"NKXwoX82cTxPYATP"},"_id":"oK276zkRZgQFcd7i"},{"_id":"JjbAzcU6hnGETFy6","name":"Lantern of Revealing","type":"consumable","img":"icons/sundries/lights/lantern-iron-yellow.webp","effects":[],"folder":null,"sort":1100000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.7FLs8qIGdOFnz9oL"},"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}},"system":{"description":{"value":"Wondrous item
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
","chat":"","unidentified":""},"source":"DMG pg. 179","quantity":1,"weight":2,"price":5000,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":6,"units":"hour"},"cover":null,"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":30,"long":60,"units":"ft"},"uses":{"value":1,"max":"1","per":"charges","recovery":"","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152903041,"modifiedTime":1668369326607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"_id":"vcvUGSmj0ouh4EH5","name":"Oil Flask","type":"consumable","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":200000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
\nOn a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
\nIf lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
","chat":"","unidentified":""},"source":"PHB pg. 152","quantity":10,"weight":1,"price":0.1,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":20,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"2BWxk8mi8GysbUOf":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1667152831866,"modifiedTime":1668369347607,"lastModifiedBy":"2BWxk8mi8GysbUOf"}},{"name":"Relentless Rage","type":"feat","system":{"description":{"value":"If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead. \n\nThe DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.\n\n
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n \nA 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":"","units":"inst"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":5,"max":9,"per":"charges","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["8d6[fire]","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":15,"scaling":"flat"},"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":"atwill","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"name":"Fireball (Necklace of Fireballs)","flags":{"ddbimporter":{"id":36,"definitionId":2102,"entityTypeId":61600994,"dndbeyond":{"lookup":"item","lookupName":"Necklace of Fireballs","lookupId":4683,"level":null,"dc":15,"limitedUse":{"maxUses":9,"numberUsed":4,"resetType":"Consumable","resetTypeDescription":""},"nameOverride":"Fireball (Necklace of Fireballs)","overrideDC":true,"spellLimitedUse":{"name":null,"statModifierUsesId":null,"resetType":null,"numberUsed":0,"minNumberConsumed":1,"maxNumberConsumed":6,"maxUses":0,"operator":null,"useProficiencyBonus":false,"proficiencyBonusOperator":null,"resetDice":null},"castAtLevel":null,"active":true},"originalName":"Fireball","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":241,"sourceType":1}],"tags":["Damage"],"version":"3.2.7","importId":"QkhEPmIqoJUQP1SI"}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"_id":"HJBmQSnyX7Xjmo5b","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776592985,"modifiedTime":1670776592985,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Path of the Totem Warrior","type":"subclass","system":{"description":{"value":"The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
@Compendium[world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB]{Spirit Seeker}
\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0]{Totem Spirit}
\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
\n\n@Compendium[world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR]{Aspect of the Beast}
\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
\n\n@Compendium[world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj]{Spirit Walker}
\nAt 10th level, you can cast the commune with @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
\n\n@Compendium[world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav]{Totemic Attunement}
\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
\n\n","chat":"","unidentified":""},"source":"","identifier":"path-of-the-totem-warrior","classIdentifier":"barbarian","advancement":[{"_id":"s9HbZWPPR2Vx9SAl","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.VqugOMrAby4rnTkB","Compendium.world.ddb-graus-dnd-class-features.ICZ029Mtrj87FSH0"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zS7XijGbawJ1MRR6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.KvXeO7PA8RETT5yR"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"IGvtRjUbzWyw55n5","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.wgAOtyB3qJyvQBoj"]},"value":{},"level":10,"title":"Features","icon":"","classRestriction":""},{"_id":"DaeRsU0ZdKUwwqJc","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.z8uR5KPFvDSYnYav"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":67314328,"id":27,"type":"class","importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"class","text":"Path of the Totem Warrior"}}},"_id":"cqKJX7tYSfVUDNl1","img":"icons/magic/control/fear-fright-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593276,"modifiedTime":1670776593276,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Barbarian","type":"class","system":{"description":{"value":"A fierce warrior of primitive background who can enter a battle rage
\nHit Die: d12
Primary Ability: Strength
Saves: Strength & Constitution
Hit Points
\nHit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
\nArmor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Animal Handling}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Rage
\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.TC388pP8oaBw0GVq]{Unarmored Defense}
\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
\n\nReckless Attack
\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
\n\nDanger Sense
\nAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nPrimal Path
\nAt 3rd level, you choose a path that shapes the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
\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\n@Compendium[world.ddb-graus-dnd-class-features.i6uPvAsKXMGVMdLL]{Extra Attack}
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\nFast Movement
\nStarting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
\n\nFeral Instinct
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, if you are surprised at the beginning of combat and aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
\n\nBrutal Critical
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\n\nRelentless Rage
\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
\n\nPersistent Rage
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} or if you choose to end it.
\n\nIndomitable Might
\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
\n\nPrimal Champion
\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nSome half-orcs rise to become proud leaders of orc communities. Some venture into the world to prove their worth. Many of these become adventurers, achieving greatness for their mighty deeds.
\nRacial Traits
+2 Strength, +1 Constitution, @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}, Menacing, Relentless Endurance, Savage Attacks
@Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{Darkvision}
\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n\nMenacing
\nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
\n\nRelentless Endurance
\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
\n\nSavage Attacks
\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n\nAbility Score Increase
\nYour Strength score increases by 2, and your Constitution score increases by 1.
\n\nLanguages
\nYou can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
\n\nAge
\nHalf-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
\n\nSize
\nHalf-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
\n\nSpeed
\nYour base walking speed is 30 feet.
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Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
\n \nYou gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation} skill.
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When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
\n \nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
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You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
\nOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
","chat":"","unidentified":""},"source":"Player's Handbook pg 169","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":52,"type":"feat","entityTypeId":1088085227,"dndbeyond":{},"importId":"QkhEPmIqoJUQP1SI"},"obsidian":{"source":{"type":"feat"}}},"_id":"yQSZWbf1qoVWWSvR","img":"icons/skills/melee/strike-sword-blood-red.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1670776593739,"modifiedTime":1670776593739,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Outlander","type":"background","system":{"description":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 | Origin |
---|---|
1 | Forester |
2 | Trapper |
3 | Homesteader |
4 | Guide |
5 | Exile or outcast |
6 | Bounty hunter |
7 | Pilgrim |
8 | Tribal nomad |
9 | Hunter-gatherer |
10 | Tribal marauder |
FEATURE: WANDERER
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
6 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people. |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. |
4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
5 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
\nWhile raging, you gain the following benefits if you aren’t wearing heavy armor:
\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.
\nYour rage lasts for 1 minute. It ends early if you are knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.UWw13ISmMxDzmwbd]{unconscious} or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
\n \nYou touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} and @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} to your own surroundings.
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\nYou instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
\n
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
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\n
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
\n
\n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n\n
P. :17cm
\n","public":"
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
\nSkill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
\nd10 | \nOrigin | \n
---|---|
1 | \nForester | \n
2 | \nTrapper | \n
3 | \nHomesteader | \n
4 | \nGuide | \n
5 | \nExile or outcast | \n
6 | \nBounty hunter | \n
7 | \nPilgrim | \n
8 | \nTribal nomad | \n
9 | \nHunter-gatherer | \n
10 | \nTribal marauder | \n
\n\nFEATURE: WANDERER
\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
\n
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI’m driven by a wanderlust that led me away from home. | \n
2 | \nI watch over my friends as if they were a litter of newborn pups. | \n
3 | \nI once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to. | \n
4 | \nI have a lesson for every situation, drawn from observing nature. | \n
5 | \nI place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. | \n
6 | \nI’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | \n
7 | \nI feel far more comfortable around animals than people. | \n
8 | \nI was, in fact, raised by wolves. | \n
d6 | \nIdeal | \n
---|---|
1 | \nChange. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | \n
2 | \nGreater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good) | \n
3 | \nHonor. If I dishonor myself, I dishonor my whole clan. (Lawful) | \n
4 | \nMight. The strongest are meant to rule. (Evil) | \n
5 | \nNature. The natural world is more important than all the constructs of civilization. (Neutral) | \n
6 | \nGlory. I must earn glory in battle, for myself and my clan. (Any) | \n
d6 | \nBond | \n
---|---|
1 | \nMy family, clan, or tribe is the most important thing in my life, even when they are far from me. | \n
2 | \nAn injury to the unspoiled wilderness of my home is an injury to me. | \n
3 | \nI will bring terrible wrath down on the evildoers who destroyed my homeland. | \n
4 | \nI am the last of my tribe, and it is up to me to ensure their names enter legend. | \n
5 | \nI suffer awful visions of a coming disaster and will do anything to prevent it. | \n
6 | \nIt is my duty to provide children to sustain my tribe. | \n
d6 | \nFlaw | \n
---|---|
1 | \nI am too enamored of ale, wine, and other intoxicants. | \n
2 | \nThere’s no room for caution in a life lived to the fullest. | \n
3 | \nI remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | \n
4 | \nI am slow to trust members of other races, tribes, and societies. | \n
5 | \nViolence is my answer to almost any challenge. | \n
6 | \nDon’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. | \n
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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(Neutral)","bond":"Something important was taken from me, and I aim to steal it back.","flaw":"Something important was taken from me, and I aim to steal it back."},"traits":{"size":"med","di":{"value":["necrotic"],"bypasses":[],"custom":""},"dr":{"value":["poison"],"bypasses":[],"custom":""},"dv":{"value":["radiant"],"bypasses":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common","draconic","orc"],"custom":""},"weaponProf":{"value":["sim","mar"],"custom":""},"armorProf":{"value":["lgt","med","hvy","shl"],"custom":""},"toolProf":{"value":["tinker","thief","dice","alchemist"],"custom":"Alchemist's Supplies"}},"currency":{"pp":0,"gp":3,"ep":0,"sp":15,"cp":45},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"0","passive":""}},"dec":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}},"itm":{"value":1,"ability":"cha","bonuses":{"check":"0","passive":""}},"inv":{"value":1,"ability":"int","bonuses":{"check":"0","passive":""}},"med":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"prc":{"value":1,"ability":"wis","bonuses":{"check":"0","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"0","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"0","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"0","passive":""}},"ste":{"value":1,"ability":"dex","bonuses":{"check":"0","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"0","passive":""}}},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":1,"override":null},"spell0":{"value":2}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"+ + 2","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"primary":{"value":4,"max":4,"sr":false,"lr":true,"label":"Knowledge from a Past Life"},"secondary":{"value":null,"max":2,"sr":true,"lr":true,"label":"Adept Marksman"},"tertiary":{"value":1,"max":1,"sr":false,"lr":true,"label":"My Own Kind"}}},"prototypeToken":{"name":"Travs Tiv","displayName":0,"actorLink":true,"texture":{"src":"ddb-images/characters/93423625-Travs-Tiv.jpeg","scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0,"tint":null},"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"disposition":1,"displayBars":0,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"light":{"alpha":0.5,"angle":360,"bright":0,"color":null,"coloration":1,"dim":0,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"type":null,"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1}},"sight":{"enabled":true,"range":180,"angle":360,"visionMode":"basic","color":null,"attenuation":0,"brightness":0,"saturation":0,"contrast":0},"detectionModes":[],"flags":{},"randomImg":false},"items":[{"name":"Gunslinger","type":"subclass","system":{"description":{"value":"This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@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.
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\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.
","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":191,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Archery","choiceId":"3-0-272875325","componentId":191,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Fighter"},"class":"Fighter","subclass":"Gunslinger","importId":"1DyB44O81gtZ78dL"},"obsidian":{"source":{"type":"class","text":"Fighter"}}},"img":"icons/weapons/bows/shortbow-recurve-yellow.webp","effects":[],"_id":"Cg0qJlkO4PHwRUWS","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468543,"modifiedTime":1675608468543,"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":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.
","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":"Disarming Shot","choiceId":"3-9789-272875355","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-pistol-flintlock-metal.webp","effects":[],"_id":"UoVmXvOEN3WwHsBu","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468565,"modifiedTime":1675608468565,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Violent 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 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.
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\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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\nYou can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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\nIngested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
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\nInhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
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\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.
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\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 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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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 .
Verursacht keinen Schaden, füllt aber einen 20-Fuß-Radius mit Rauch (als verhüllender Nebel behandeln), der 1 Minute lang anhält.
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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.
Ammunition
All 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.
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These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
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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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\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.
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","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.
","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.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"cover":null,"target":{"value":10,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a short reed or piece of straw"},"materials":{"value":"a short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Water Breathing","flags":{"ddbimporter":{"id":138935,"definitionId":2297,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138935,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Water Breathing","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":287,"sourceType":1}],"tags":["Buff"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"NnRezp8CmQuoxErv","img":"icons/magic/water/pseudopod-swirl-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736877,"modifiedTime":1670153736877,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"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.
","chat":"","unidentified":""},"source":"Strixhaven: A Curriculum of Chaos pg 38","activation":{"type":"reaction","cost":1,"condition":"which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw"},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Silvery Barbs","flags":{"ddbimporter":{"id":74030,"definitionId":1239804,"entityTypeId":420821570,"dndbeyond":{"lookup":"feat","lookupName":"Aberrant Dragonmark","lookupId":26817,"level":null,"ability":"con","mod":3,"dc":15,"overrideDC":false,"id":74030,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Silvery Barbs","sources":[{"sourceId":80,"pageNumber":38,"sourceType":1}],"tags":["Buff","Debuff"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"}},"_id":"DjE0Svcflnrrfc9s","img":"icons/magic/control/energy-stream-link-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670153736879,"modifiedTime":1674423153010,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"QhrYQX5wVnWBtMxt","name":"Scorching Ray","type":"spell","img":"icons/magic/light/beam-rays-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138665,"definitionId":2238,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":273,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Scorching Ray","replaced":true,"originalName":"Scorching Ray","version":"3.2.7"},"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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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}},"midi-qol":{"onUseMacroName":"","fumbleThreshold":null,"effectActivation":false},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-spells.05XQaE0SpfdTBQG6"},"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}},"system":{"description":{"value":"You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
\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.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 273","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":[["2d6[fire - 3 Rays] +7 +3","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1671389965146,"modifiedTime":1674415416718,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"2KmEAAh0eiMGg1mU","name":"Gnomengarde Grenade","type":"equipment","img":"icons/weapons/thrown/bomb-fuse-cloth-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":52,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":883363,"originalName":"Gnomengarde Grenade","version":"3.2.7"},"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}},"midi-qol":{"onUseMacroName":""},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.bn2BC3gspSHYHd0M"}},"system":{"description":{"value":"This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light.
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.
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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.
\nIn 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.
","public":"Your 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.
\nIn 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.
"},"alignment":"True Neutral","race":"Custom Lineage","background":"Celebrity Adventurer’s Scion","originalClass":"LGjImDmmB8U01aqF","xp":{"value":85000,"min":0,"max":300},"appearance":"null","trait":"","ideal":"","bond":"Der Rote Feuerdrache Rubi ist meine Mutter und wir haben kein gutes verhältnis
","flaw":"","attunedItemsMax":"3","attunedItemsCount":1,"maxPreparedSpells":0,"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":"","notes":{"value":"¨Hitori wurde nicht darüber informiert das Travs nun wiklich undead ist.
This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.
@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.
","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":"Disarming Shot","choiceId":"3-9789-272875355","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-pistol-flintlock-metal.webp","effects":[],"_id":"UoVmXvOEN3WwHsBu","folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675608468565,"modifiedTime":1675608468565,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Trick Shots: Violent 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 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.
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\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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\nYou can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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\nIngested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
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\nInhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
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\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.
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\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 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
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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 .
Verursacht keinen Schaden, füllt aber einen 20-Fuß-Radius mit Rauch (als verhüllender Nebel behandeln), der 1 Minute lang anhält.
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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.
Ammunition
All 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.
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These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
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\n\n
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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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While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
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1 | \nIt’s a flip stone. | \n
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3 | \nIt sometimes picks up other magical conversations. | \n
4 | \nIt’s the perfect size, shape, and weight to be used as a skipping stone. | \n
5 | \nIt heats up when you use it, to the extent that it once burned through your gloves. | \n
6 | \nIt has an obnoxious ringtone that you can’t work out how to change. | \n
7 | \nIt fails to notify you of incoming messages except for a faint pulsating glow. | \n
8 | \nIt’s voice activated, so that every time you talk to someone, it tries to send a message to someone else. | \n
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7 | \nIt fails to notify you of incoming messages except for a faint pulsating glow. | \n
8 | \nIt’s voice activated, so that every time you talk to someone, it tries to send a message to someone else. | \n
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\nWhile wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
","chat":"","unidentified":""},"source":"DMG pg 172","quantity":1,"weight":0.3,"price":1500,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":0,"units":""},"cover":null,"target":{"value":0,"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":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":0,"type":"trinket","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"sPjRT6d2tQ49ty16","name":"Purple worm Poison","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,"ignoreTotalCover":false}},"system":{"description":{"value":"This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) 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":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"bonus","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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["12d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":19,"scaling":"flat"},"consumableType":"poison"},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":null,"modifiedTime":1671383201988,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"_id":"lqzFqsrTRPRVxGBC","name":"Caltrops","type":"consumable","img":"icons/weapons/thrown/bomb-spiked-purple.webp","effects":[],"folder":null,"sort":450000,"flags":{"inventory-plus":{"category":"equipment"}},"system":{"description":{"value":"As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
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\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":3,"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,"xgMypWx4t6BFt0QO":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"bBcJf6GkmalaN4NB","name":"Alchemy Jug","type":"equipment","img":"icons/containers/kitchenware/jug-terracotta-orange.webp","effects":[],"folder":null,"sort":450000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/917/636381772833565799.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/100/636284695008732697.jpeg","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":3,"pageNumber":150,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Alchemy-Jug.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5346,"originalName":"Alchemy Jug"},"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 ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
@Compendium[world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK]{Fancy Footwork}
\nWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r]{Rakish Audacity}
\nStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU]{Panache}
\nAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) check contested by a creature’s Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check. The creature must be able to hear you, and the two of you must share a language.
\nIf you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
\nIf you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
\n\n@Compendium[world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh]{Elegant Maneuver}
\nStarting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) or Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) check you make during the same turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE]{Master Duelist}
\nBeginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
\n\n","chat":"","unidentified":""},"source":"","identifier":"swashbuckler","classIdentifier":"rogue","advancement":[{"_id":"y7EfR2rm0fP7B1vz","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.jqHsyGzKBn8xGYPK","Compendium.world.ddb-graus-dnd-class-features.VfwAzFLGamkKit2r"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"zykuwzaeXqd33cp6","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.ktCSRskJY9d4uLPU"]},"value":{},"level":9,"title":"Features","icon":"","classRestriction":""},{"_id":"1wm9Prep1kwFZHmB","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.NnStYZiKgB2qPWBh"]},"value":{},"level":13,"title":"Features","icon":"","classRestriction":""},{"_id":"KBJnWJt0D2hKbBcJ","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.BrmFLWQ8QW0NxSqE"]},"value":{},"level":17,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":60629724,"id":80,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Swashbuckler"}}},"_id":"b0dQJg1vhEb6lOD1","img":"icons/creatures/abilities/dragon-breath-purple.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381070963,"modifiedTime":1671381070963,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Rogue","type":"class","system":{"description":{"value":"A scoundrel who uses @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{stealth} and trickery to overcome obstacles and enemies
\nHit Die: d8
Primary Ability: Dexterity
Saves: Dexterity & Intelligence
Hit Points
\nHit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Deception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Performance}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}, @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Sleight of Hand}, and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}
@Compendium[world.ddb-graus-dnd-class-features.ADodXjXueivtZ8MR]{Expertise}
\nAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
\n\nSneak Attack
\nBeginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n\nThieves’ Cant
\nDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
\n\nCunning Action
\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n\nRoguish Archetype
\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
\n\nAbility Score Improvement
\nWhen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
\n\nUncanny Dodge
\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n\n@Compendium[world.ddb-graus-dnd-class-features.Z1cY6ji9AOgTwwvD]{Evasion}
\nBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
\n\nReliable Talent
\nBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
\n\nBlindsense
\nStarting at 14th level, if you are able to hear, you are aware of the location of any hidden or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creature within 10 feet of you.
\n\nSlippery Mind
\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
\n\nElusive
\nBeginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\n\nStroke of Luck
\nAt 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
\nOnce you use this feature, you can’t use it again until you finish a short or long rest.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nBards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
@Compendium[world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl]{Bonus Proficiencies}
\nWhen you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
\n\n@Compendium[world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX]{Fighting Style}
\nAt 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
\n\n@Compendium[world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM]{Blade Flourish}
\nAt 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n\n@Compendium[world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX]{Extra Attack}
\nStarting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\n\n@Compendium[world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2]{Master’s Flourish}
\nStarting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
\n\n","chat":"","unidentified":""},"source":"","identifier":"college-of-swords","classIdentifier":"bard","advancement":[{"_id":"HDibMFoO0OH9D00b","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.k6OfrTrhwh3U7asl","Compendium.world.ddb-graus-dnd-class-features.ht5HRwuI3fvteiaX","Compendium.world.ddb-graus-dnd-class-features.05Cz7DymMMPxpvNM"]},"value":{},"level":3,"title":"Features","icon":"","classRestriction":""},{"_id":"DmIAChzQoIVNZdaD","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.hMmTlw9AnW6GY0lX"]},"value":{},"level":6,"title":"Features","icon":"","classRestriction":""},{"_id":"JhAo5BAzS9Hw4S1S","type":"ItemGrant","configuration":{"items":["Compendium.world.ddb-graus-dnd-class-features.S2DPIebOIo8rOWw2"]},"value":{},"level":14,"title":"Features","icon":"","classRestriction":""}],"spellcasting":{"progression":"none","ability":""}},"flags":{"ddbimporter":{"subclassDefinitionId":82625332,"id":95,"type":"class","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"College of Swords"}}},"_id":"GckkS9RO4qyjdmIz","img":"icons/weapons/swords/sword-broad-serrated-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071060,"modifiedTime":1671381071060,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bard","type":"class","system":{"description":{"value":"An inspiring magician whose power echoes the music of creation
\nHit Die: d8
Primary Ability: Charisma
Saves: Dexterity & Charisma
Hit Points
\nHit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
\nArmor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
@Compendium[world.ddb-graus-dnd-class-features.XBtjKFuGITaqWg1I]{Spellcasting}
\nYou have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
\n\nBardic Inspiration
\nYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n\nJack of All Trades
\nStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
\n\nSong of Rest
\nBeginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
\n\nBard College
\nAt 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.
\n\n@Compendium[world.ddb-graus-dnd-class-features.jm7O5ZFdHiqtUCM1]{Expertise}
\nAt 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\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\nFont of Inspiration
\nBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
\n\nCountercharm
\nAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}. A creature must be able to hear you to gain this benefit. The @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} ends early if you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} or silenced or if you voluntarily end it (no action required).
\n\nMagical Secrets
\nBy 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
\nYou learn two additional spells from any classes at 14th level and again at 18th level.
\n\nSuperior Inspiration
\nAt 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
\n\nYou start with the following equipment, in addition to the equipment granted by your background:
\nThe diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense.
\nRacial Traits
+2 Dexterity, Lucky, Brave, Halfling Nimbleness
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.
\nLightfoots are more @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.
\n\nLucky
\nWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
\n\nBrave
\nYou have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
\n\nHalfling Nimbleness
\nYou can move through the space of any creature that is of a size larger than yours.
\n\nAbility Score Increase
\nYour Dexterity score increases by 2.
\n\nLanguages
\nYou can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
\n\nAge
\nA halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
\n\nSize
\nHalflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
\n\nSpeed
\nYour base walking speed is 25 feet.
\n\nNaturally Stealthy
\nYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
\n\nAbility Score Increase
\nYour Charisma score increases by 1.
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","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":51,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":6},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"okSaNoovMjwhBVim","img":"icons/equipment/neck/necklace-charm-clover.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071657,"modifiedTime":1671381071657,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Brave","type":"feat","system":{"description":{"value":"You have advantage on saving throws against being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":52,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":7},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"ORgOg548CIUgGdaz","img":"icons/skills/social/intimidation-impressing.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071658,"modifiedTime":1671381071658,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Halfling Nimbleness","type":"feat","system":{"description":{"value":"You can move through the space of any creature that is of a size larger than yours.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":53,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":8},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"dvWTQuwXYM8OjVQ6","img":"icons/equipment/feet/shoes-collared-leather-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071660,"modifiedTime":1671381071660,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Naturally Stealthy","type":"feat","system":{"description":{"value":"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
","chat":"","unidentified":""},"source":"Basic Rules pg 28","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":54,"type":"race","entityTypeId":1960452172,"dndbeyond":{"displayOrder":200},"importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"race"}}},"_id":"lhqmJGA2XcoKNfg9","img":"icons/equipment/back/cloak-collared-blue-iron.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071662,"modifiedTime":1671381071662,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Stealth","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
","chat":"","unidentified":""},"source":"Rogue","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":342,"type":"class","dndbeyond":{"requiredLevel":1,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Stealth","choiceId":"2-1447","componentId":342,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Rogue"},"class":"Rogue","subclass":"Swashbuckler","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Rogue"}}},"_id":"PfUG902jaN1Uspti","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071665,"modifiedTime":1671381071665,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Sleight of Hand","type":"feat","system":{"description":{"value":"At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
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\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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\nYou also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
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\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
\nThe Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
\nYou know four 1st-level spells of your choice from the bard spell list.
\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of your music or oration. 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 bard 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 cast any bard spell you know as a ritual if that spell has the ritual tag.
\nYou can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
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\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Performance","choiceId":"2-1403","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"3hRflHVCRe0IJEaO","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071714,"modifiedTime":1671381071714,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Expertise: Investigation","type":"feat","system":{"description":{"value":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
","chat":"","unidentified":""},"source":"Bard","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":85,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":8,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Investigation","choiceId":"2-1404","componentId":85,"componentTypeId":12168134,"parentChoiceId":null,"subType":2,"wasOption":false,"type":"class"},"class":"Bard"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"CsqT69HVF7cjrRvi","img":"icons/sundries/books/book-red-exclamation.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071716,"modifiedTime":1671381071716,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Bonus Proficiencies","type":"feat","system":{"description":{"value":"When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
\nIf you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":653,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":1,"levelScale":null,"levelScales":[],"limitedUse":[],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"8MghoHTTXpTaLwyH","img":"icons/skills/trades/academics-investigation-puzzles.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071718,"modifiedTime":1671381071718,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Fighting Style: Two-Weapon Fighting","type":"feat","system":{"description":{"value":"At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":654,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":2,"levelScale":null,"levelScales":[],"limitedUse":[],"choice":{"label":"Two-Weapon Fighting","choiceId":"3-0-227704611","componentId":654,"componentTypeId":12168134,"parentChoiceId":null,"subType":null,"wasOption":false,"type":"class"},"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"E5M3Rz1bi71p3GyP","img":"icons/skills/melee/weapons-crossed-swords-white-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071720,"modifiedTime":1671381071720,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Blade Flourish","type":"feat","system":{"description":{"value":"At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
","chat":"","unidentified":""},"source":"Bard : College of Swords","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":"TAsCxFTE89it82Fv","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":655,"type":"class","dndbeyond":{"requiredLevel":3,"displayOrder":3,"levelScale":null,"levelScales":[],"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1},{"level":null,"uses":1}],"class":"Bard : College of Swords"},"class":"Bard","subclass":"College of Swords","importId":"EoHobXiV3B1RQZj7"},"obsidian":{"source":{"type":"class","text":"Bard"}}},"_id":"MhLq67ZzwbH1q7JZ","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":"10.291","createdTime":1671381071724,"modifiedTime":1671381072101,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"name":"Criminal / Spy","type":"background","system":{"description":{"value":"You are an experienced criminal with a @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history} of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
d8 | Specialty |
---|---|
1 | Blackmailer |
2 | Burglar |
3 | Enforcer |
4 | Fence |
5 | Highway robber |
6 | Hired killer |
7 | Pickpocket |
8 | Smuggler |
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
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 have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
\nYou don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0.JournalEntryPage.TpkZgLfxCmSndmpb]{incapacitated}, and you don’t have disadvantage on the attack roll.
\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
\n \n\n
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
\n \n\n
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
\n \n\n
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \n\n
At 3rd level, you learn to perform impressive displays of martial prowess and speed.
\nWhenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
\nDefensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
\nSlashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
\nMobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
\n \nYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
\nThis spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 285","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":0,"school":"enc","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":"cantrip","formula":"1d4"}},"name":"Vicious Mockery","flags":{"ddbimporter":{"id":138907,"definitionId":2290,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138907,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":false},"originalName":"Vicious Mockery","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":285,"sourceType":1}],"tags":["Damage","Debuff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"E0DH3T5CWgQFpWNn","img":"icons/skills/toxins/cup-goblet-poisoned-spilled.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071780,"modifiedTime":1671381071780,"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":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":138433,"definitionId":2173,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":0,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138433,"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":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"TilDhDPILYYNV6jm","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":"10.291","createdTime":1671381071783,"modifiedTime":1671381071783,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check against your spell save DC.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 233","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":null,"max":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":"ill","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":"Disguise Self","flags":{"ddbimporter":{"id":136606,"definitionId":2069,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136606,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Disguise Self","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":233,"sourceType":1}],"tags":["Shapechanging"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"wI2A1TM8jmNbZKrX","img":"icons/magic/control/debuff-energy-hold-teal-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071785,"modifiedTime":1671381071785,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 250","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"touch","type":null},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Heroism","flags":{"ddbimporter":{"id":138071,"definitionId":2144,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138071,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Heroism","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":250,"sourceType":1}],"tags":["Buff"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"CcPIDVWfAbxTlfNP","img":"icons/magic/life/heart-cross-strong-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071787,"modifiedTime":1671381071787,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
\nIf you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 252","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":1,"school":"div","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a pearl worth at least 100 gp and an owl feather"},"materials":{"value":"a pearl worth at least 100 gp and an owl feather","consumed":false,"cost":100,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Identify","flags":{"ddbimporter":{"id":138340,"definitionId":2152,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138340,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Identify","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":252,"sourceType":1}],"tags":["Detection"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"8xraP4LRHVd7DqDw","img":"icons/magic/light/explosion-star-teal-purple-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071789,"modifiedTime":1671381071789,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} creature automatically succeeds on the save.
\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 234","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d6[psychic]","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"spell"},"level":1,"school":"enc","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":"level","formula":"1d6"}},"name":"Dissonant Whispers","flags":{"ddbimporter":{"id":136624,"definitionId":2314,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":136624,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Dissonant Whispers","sources":[{"sourceId":2,"pageNumber":234,"sourceType":1}],"tags":["Damage","Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"midi-qol":{"effectActivation":false}},"_id":"vs4aV18ArqDfVqnX","img":"icons/magic/control/fear-fright-shadow-monster-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071791,"modifiedTime":1671381071791,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} creatures).
\nStarting with the creature that has the lowest current hit points, each creature affected by this spell falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
\nUndead and creatures immune to being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} aren’t affected by this spell.
\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 276","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false,"value":"a pinch of fine sand, rose petals, or a cricket"},"materials":{"value":"a pinch of fine sand, rose petals, or a cricket","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"name":"Sleep","flags":{"ddbimporter":{"id":138727,"definitionId":2254,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":1,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138727,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Sleep","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":276,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"}},"_id":"3zSGJ7ADoiKHWjgB","img":"icons/magic/light/explosion-star-pink-small.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671381071793,"modifiedTime":1671381071793,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} while entirely inside it. Casting a spell that includes a verbal component is impossible there.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 275","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"cover":null,"target":{"value":20,"width":null,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":2,"school":"ill","components":{"vocal":true,"somatic":true,"material":false,"ritual":true,"concentration":true,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Shut the Fuck Up","flags":{"ddbimporter":{"id":138711,"definitionId":2251,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Bard","level":3,"characterClassId":82625332,"spellLevel":2,"ability":"cha","mod":2,"dc":14,"cantripBoost":false,"overrideDC":false,"id":138711,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Silence","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":275,"sourceType":1}],"tags":["Control"],"version":"3.2.7","importId":"EoHobXiV3B1RQZj7"},"spell-class-filter-for-5e":{"parentClass":"bard"},"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}},"_id":"hTvXBxhEeSNPI8h9","img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1671381071795,"modifiedTime":1675627889185,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"name":"Havanna Zigarren","type":"loot","system":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true},"_id":"UaMvNgsTNs7oSm63","img":"icons/svg/item-bag.svg","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"xgMypWx4t6BFt0QO":3},"flags":{},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.291","createdTime":1671382691919,"modifiedTime":1671382709123,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"VzwHnsYfVP4ry0oh","name":"Rapier of Wounding","type":"weapon","img":"icons/weapons/swords/greatsword-flamberge.webp","effects":[],"folder":null,"sort":100000,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5177,"originalName":"Rapier of Wounding","pack":"dnd5e.items","originalItemName":"Rapier of Wounding","replaced":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"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}},"midi-qol":{"effectActivation":false,"fumbleThreshold":null},"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},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.rXvNI6VTyShmMzKx"}},"system":{"description":{"value":"(Requires attunement)
\nHit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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\nYou regain 2d4+2 hit points when you drink this potion.
\n\n
","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":2,"weight":0.1,"price":{"value":50,"denomination":"gp"},"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":""},"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},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":"","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d4 + 2","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion"},"ownership":{"default":0,"xgMypWx4t6BFt0QO":3,"mypCoNxKlHM5FybZ":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.4","coreVersion":"10.291","createdTime":1675630722542,"modifiedTime":1675630743820,"lastModifiedBy":"xgMypWx4t6BFt0QO"}},{"_id":"cRXcfriBBEhrABBU","name":"Potion of Greater Healing","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-glowing-red.webp","effects":[],"folder":null,"sort":4500000,"flags":{"core":{"sourceId":"Compendium.dnd5e.items.L887NdWEP5NqHCrQ"}},"system":{"description":{"value":"
The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
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You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
","public":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
\nThere are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.
\nd8 | \nSpecialty | \n
---|---|
1 | \nBlackmailer | \n
2 | \nBurglar | \n
3 | \nEnforcer | \n
4 | \nFence | \n
5 | \nHighway robber | \n
6 | \nHired killer | \n
7 | \nPickpocket | \n
8 | \nSmuggler | \n
\n\nFEATURE: CRIMINAL CONTACT
\nYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
\n
Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
\nCriminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
\nd8 | \nPersonality Trait | \n
---|---|
1 | \nI always have a plan for what to do when things go wrong. | \n
2 | \nI am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | \n
3 | \nThe first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. | \n
4 | \nI would rather make a new friend than a new enemy. | \n
5 | \nI am incredibly slow to trust. Those who seem the fairest often have the most to hide. | \n
6 | \nI don’t pay attention to the risks in a situation. Never tell me the odds. | \n
7 | \nThe best way to get me to do something is to tell me I can’t do it. | \n
8 | \nI blow up at the slightest insult. | \n
d6 | \nIdeal | \n
---|---|
1 | \nHonor. I don’t steal from others in the trade. (Lawful) | \n
2 | \nFreedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) | \n
3 | \nCharity. I steal from the wealthy so that I can help people in need. (Good) | \n
4 | \nGreed. I will do whatever it takes to become wealthy. (Evil) | \n
5 | \nPeople. 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) | \n
6 | \nRedemption. There’s a spark of good in everyone. (Good) | \n
d6 | \nBond | \n
---|---|
1 | \nI’m trying to pay off an old debt I owe to a generous benefactor. | \n
2 | \nMy ill-gotten gains go to support my family. | \n
3 | \nSomething important was taken from me, and I aim to steal it back. | \n
4 | \nI will become the greatest thief that ever lived. | \n
5 | \nI’m guilty of a terrible crime. I hope I can redeem myself for it. | \n
6 | \nSomeone I loved died because of I mistake I made. That will never happen again. | \n
d6 | \nFlaw | \n
---|---|
1 | \nWhen I see something valuable, I can’t think about anything but how to steal it. | \n
2 | \nWhen faced with a choice between money and my friends, I usually choose the money. | \n
3 | \nIf there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | \n
4 | \nI have a “tell” that reveals when I’m lying. | \n
5 | \nI turn tail and run when things look bad. | \n
6 | \nAn innocent person is in prison for a crime that I committed. I’m okay with that. | \n
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
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\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
","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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\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.
","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.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 287","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"cover":null,"target":{"value":10,"width":null,"units":null,"type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":null,"per":"","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":3,"school":"trs","components":{"vocal":true,"somatic":true,"material":true,"ritual":true,"concentration":false,"value":"a short reed or piece of straw"},"materials":{"value":"a short reed or piece of straw","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"always","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Water Breathing","flags":{"ddbimporter":{"id":138935,"definitionId":2297,"entityTypeId":435869154,"dndbeyond":{"lookup":"classSpell","class":"Sorcerer","level":8,"characterClassId":81490002,"spellLevel":3,"ability":"cha","mod":3,"dc":15,"cantripBoost":false,"overrideDC":false,"id":138935,"entityTypeId":435869154,"healingBoost":0,"usesSpellSlot":true},"originalName":"Water Breathing","sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":287,"sourceType":1}],"tags":["Buff"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"},"spell-class-filter-for-5e":{"parentClass":"sorcerer"}},"_id":"NnRezp8CmQuoxErv","img":"icons/magic/water/pseudopod-swirl-blue.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.290","createdTime":1670153736877,"modifiedTime":1670153736877,"lastModifiedBy":"NKXwoX82cTxPYATP"}},{"type":"spell","system":{"description":{"value":"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.
","chat":"","unidentified":""},"source":"Strixhaven: A Curriculum of Chaos pg 38","activation":{"type":"reaction","cost":1,"condition":"which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw"},"duration":{"value":"","units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":null,"type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"sr","recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"con","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"enc","components":{"vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":false},"scaling":{"mode":"none","formula":""}},"name":"Silvery Barbs","flags":{"ddbimporter":{"id":74030,"definitionId":1239804,"entityTypeId":420821570,"dndbeyond":{"lookup":"feat","lookupName":"Aberrant Dragonmark","lookupId":26817,"level":null,"ability":"con","mod":3,"dc":15,"overrideDC":false,"id":74030,"entityTypeId":420821570,"healingBoost":0,"usesSpellSlot":false},"originalName":"Silvery Barbs","sources":[{"sourceId":80,"pageNumber":38,"sourceType":1}],"tags":["Buff","Debuff"],"version":"3.1.23","importId":"YnroGJrnskn5pObU"}},"_id":"DjE0Svcflnrrfc9s","img":"icons/magic/control/energy-stream-link-white.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670153736879,"modifiedTime":1674423153010,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"QhrYQX5wVnWBtMxt","name":"Scorching Ray","type":"spell","img":"icons/magic/light/beam-rays-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"id":138665,"definitionId":2238,"entityTypeId":435869154,"dndbeyond":{"lookup":"generic","lookupName":"generic","level":null,"castAtLevel":null},"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":273,"sourceType":1}],"tags":["Damage"],"pack":"dnd5e.spells","originalItemName":"Scorching Ray","replaced":true,"originalName":"Scorching Ray","version":"3.2.7"},"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":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"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}},"midi-qol":{"onUseMacroName":"","fumbleThreshold":null,"effectActivation":false},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-spells.05XQaE0SpfdTBQG6"},"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}},"system":{"description":{"value":"You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
\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.
","chat":"","unidentified":""},"source":"Basic Rules, Player's Handbook pg 273","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":[["2d6[fire - 3 Rays] +7 +3","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":2,"school":"evo","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1671389965146,"modifiedTime":1674415416718,"lastModifiedBy":"S8okQC2ts2hIRRmR"}},{"_id":"2KmEAAh0eiMGg1mU","name":"Gnomengarde Grenade","type":"equipment","img":"icons/weapons/thrown/bomb-fuse-cloth-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":52,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":883363,"originalName":"Gnomengarde Grenade","version":"3.2.7"},"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}},"midi-qol":{"onUseMacroName":""},"core":{"sourceId":"Compendium.world.ddb-graus-dnd-items.bn2BC3gspSHYHd0M"}},"system":{"description":{"value":"This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light.
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.
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\nIn 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.
","public":"Your 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.
\nIn 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.
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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).
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","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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Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather.
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{"folder":"CTRB2iwh0yBICQQj","name":"Travs Tiv","type":"character","img":"ddb-images/characters/93423625-Travs-Tiv.jpeg","system":{"abilities":{"str":{"value":19,"proficient":1,"bonuses":{"check":"","save":""}},"dex":{"value":20,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":16,"proficient":1,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"cha":{"value":13,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"mage","formula":""},"hp":{"value":92,"max":101,"temp":0,"tempmax":0,"bonuses":{"level":"","overall":""}},"init":{"ability":"","bonus":"4"},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":30,"units":"ft","hover":false},"attunement":{"max":3},"senses":{"darkvision":180,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":"You can see normally in darkness, both magical and 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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.
\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).
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