{"subclasses":[{"id":13,"name":"Path of the Wild Heart","parentclass":"Barbarian","full_text":"<h3><strong>Barbarian Subclass: Path of the Wild Heart<\/strong><\/h3><p><br><\/p><p><em>Walk in Community with the Animal World<\/em><\/p><p><\/p><p>Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.<\/p><p><\/p><h4><strong>Level 3: Animal Speaker<\/strong><\/h4><p>\t<\/p><p>You can cast the <em>Beast Sense<\/em> and <em>Speak with Animals<\/em> spells but only as Rituals. Wisdom is your spellcasting ability for them.<\/p><p><\/p><h4><strong>Level 3: Rage of the Wilds<\/strong><\/h4><p><\/p><p>Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.<\/p><p><\/p><p><strong>Bear. <\/strong>While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.<\/p><p><\/p><p><strong>Eagle. <\/strong>When you activate your Rage, you can take the <em>Disengage<\/em> and <em>Dash<\/em> actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.<\/p><p><\/p><p><strong>Wolf. <\/strong>While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.<\/p><p><\/p><h4><strong>Level 6: Aspect of the Wilds<\/strong><\/h4><p><\/p><p>You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.<\/p><p><\/p><p><strong>Owl.<\/strong> You have <em>Darkvision<\/em> with a range of 60 feet. If you already have <em>Darkvision<\/em>, its range increases by 60 feet.<\/p><p><br><\/p><p><strong>Panther.<\/strong> You have a Climb Speed equal to your Speed.<\/p><p><br><\/p><p><strong>Salmon.<\/strong> You have a Swim Speed equal to your Speed.<\/p><p><\/p><h4><strong>Level 10: Nature Speaker<\/strong><\/h4><p><br><\/p><p>You can cast the <em>Commune with Nature<\/em> spell but only as a Ritual. Wisdom is your spellcasting ability for it.<\/p><p><\/p><h4><strong>Level 14: Power of the Wilds<\/strong><\/h4><p><br><\/p><p>Whenever you activate your Rage, you gain one of the following options of your choice.<\/p><p>      <\/p><p><strong>Falcon.<\/strong> While your Rage is active, you have a Fly Speed equal to your Speed if you aren\u2019t wearing any armor.<\/p><p><\/p><p><strong>Lion.<\/strong> While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.<\/p><p><\/p><p><strong>Ram.<\/strong> While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.<\/p><p>                                               <\/p>","reference":"User","user_id":5},{"id":16,"name":"Path of the World Tree","parentclass":"Barbarian","full_text":"<h1><strong>Barbarian Subclass: Path of the World Tree<\/strong><\/h1><p><em>Trace the roots and Branches of the Multiverse <\/em><\/p><p><br><\/p><p>Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree\u2019s magic for vitality and as a means of dimensional travel.<\/p><p><br><\/p><h3>Level 3 Vitality of the Tree<\/h3><p>Your Rage taps into the life force of the World Tree. You gain the following benefits.<\/p><p><br><\/p><p><strong>Vitality Surge.<\/strong> When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.<\/p><p><br><\/p><p><strong>Life-Giving Force. <\/strong>At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.<\/p><p><br><\/p><h3>Level 6: Branches of the Tree<\/h3><p>Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.<\/p><p><br><\/p><h3>Level 10: Battering Roots<\/h3><p>During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you\u2019re using with that weapon.<\/p><p><br><\/p><h3>Level 14: Travel along the Tree<\/h3><p>When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.<\/p><p><br><\/p><p>In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.<\/p>","reference":"User","user_id":5},{"id":17,"name":"Path of the Zealot","parentclass":"Barbarian","full_text":"<h1><strong>Barbarian Subclass: Path of the Zealot<\/strong><\/h1><p><em>Race in Ecstatic Union with a god<\/em><\/p><p><br><\/p><p>Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.<\/p><p><br><\/p><h3>Level 3: Divine Fury<\/h3><p>You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.<\/p><p><br><\/p><h3>Level 3: Warrior of the Gods<\/h3><p>A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll\u2019s total.<\/p><p><br><\/p><p>Your pool regains all expended dice when you finish a Long Rest.<\/p><p><br><\/p><p>The pool\u2019s maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).<\/p><p><br><\/p><h3>Level 6: Fanatical Focus<\/h3><p>Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.<\/p><p><br><\/p><h3>Level 10: Zealous Presence<\/h3><p>As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.<\/p><p><br><\/p><p>Once you use this feature, you can\u2019t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.<\/p><p><br><\/p><h3>Level 14: Rage of the Gods<\/h3><p>When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can\u2019t do so again until you finish a Long Rest.<\/p><p><br><\/p><p>While in this form, you gain the benefits below.<\/p><p><br><\/p><p><strong>Flight.<\/strong> You have a Fly Speed equal to your Speed and can hover.<\/p><p><br><\/p><p><strong>Resistance.<\/strong> You have Resistance to Necrotic, Psychic, and Radiant damage.<\/p><p><br><\/p><p><strong>Revivification.<\/strong> When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target\u2019s Hit Points to a number equal to your Barbarian level.<\/p>","reference":"User","user_id":5},{"id":18,"name":"College of Dance","parentclass":"Bard","full_text":"<h1><strong>Bard Subclass: College of Dance<\/strong><\/h1><p><em>Move in Harmony with the Cosmos<\/em><\/p><p><br><\/p><p>Bards of the College of Dance know that the Words of Creation can\u2019t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.<\/p><p><br><\/p><h3>Level 3: Dazzling Footwork<\/h3><p>While you aren\u2019t wearing armor or wielding a Shield, you gain the following benefits.<\/p><p><br><\/p><p><strong>Dance Virtuoso. <\/strong>You have Advantage on any Charisma (Performance) check you make that involves you dancing.<\/p><p><br><\/p><p><strong>Unarmored Defense.<\/strong> Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.<\/p><p><br><\/p><p><strong>Agile Strikes. <\/strong>When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction.<\/p><p><br><\/p><p><strong>Bardic Damage. <\/strong>You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike\u2019s normal damage. This roll doesn\u2019t expend the die.<\/p><p><br><\/p><h3>Level 6: Inspiring Movement<\/h3><p>When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.<\/p><p><br><\/p><p>None of this feature\u2019s movement provokes Opportunity Attacks.<\/p><p><br><\/p><h3>Level 6: Tandem Footwork<\/h3><p>When you roll Initiative, you can expend one use of your Bardic Inspiration if you don\u2019t have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.<\/p><p><br><\/p><h3>Level 14: Leading Evasion<\/h3><p>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. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can share this benefit with them for that save.<\/p><p><br><\/p><p>You can\u2019t use this feature if you have the Incapacitated condition.<\/p>","reference":"User","user_id":5},{"id":19,"name":"College of Glamour","parentclass":"Bard","full_text":"<h1><strong>Bard Subclass: College of Glamour<\/strong><\/h1><p><em>Weave Beguiling Fey Magic<\/em><\/p><p><br><\/p><p>The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.<\/p><p><br><\/p><h3>Level 3: Beguiling Magic<\/h3><p>You always have the Charm Person and Mirror Image spells prepared.<\/p><p><br><\/p><p>In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.<\/p><p><br><\/p><p>Once you use this benefit, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required).<\/p><p><br><\/p><h3>Level 3: Mantle of Inspiration<\/h3><p>You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking Opportunity Attacks.<\/p><p><br><\/p><h3>Level 6: Mantle of Majesty<\/h3><p>You always have the Command spell prepared.<\/p><p><br><\/p><p>As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.<\/p><p><br><\/p><p>Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.<\/p><p><br><\/p><p>Once you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).<\/p><h3><br><\/h3><h3>Level 14: Unbreakable Majesty<\/h3><p>As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty.<\/p><p><br><\/p><p>Once you assume this majestic presence, you can\u2019t do so again until you finish a Short or Long Rest.<\/p>","reference":"User","user_id":5},{"id":20,"name":"College of Valor","parentclass":"Bard","full_text":"<h1><strong>Bard Subclass: College of Valor<\/strong><\/h1><p><em>Sing the Deeds of Ancient Heroes<\/em><\/p><p><br><\/p><p>Bards of the College of Valor are daring storytellers whose tales preserve the memory of the great heroes of the past. These Bards sing the deeds of the mighty in vaulted halls or to crowds gathered around great bonfires. They travel to witness great events firsthand and to ensure that the memory of these events doesn\u2019t pass away. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.<\/p><p><br><\/p><h3>Level 3: Combat Inspiration<\/h3><p>You can use your wit to turn the tide of battle. A creature that has a Bardic Inspiration die from you can use it for one of the following effects.<\/p><p><br><\/p><p><strong>Defense<\/strong>. When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, potentially causing the attack to miss.<\/p><p><br><\/p><p><strong>Offense<\/strong>. Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the number rolled to the attack\u2019s damage against the target.<\/p><p><br><\/p><h3>Level 3: Martial Training<\/h3><p>You gain proficiency with Martial weapons and training with Medium armor and Shields.<\/p><p><br><\/p><p>In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Bard spell list.<\/p><p><br><\/p><h3>Level 6: Extra Attack<\/h3><p>You can attack twice instead of once whenever you take the Attack action on your turn.<\/p><p><br><\/p><p>In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.<\/p><p><br><\/p><h3>Level 14: Battle Magic<\/h3><p>After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.<\/p><p><br><\/p><p><br><\/p>","reference":"User","user_id":5},{"id":21,"name":"Light Domain","parentclass":"Cleric","full_text":"<h1><strong>Cleric Subclass: Light Domain<\/strong><\/h1><p><em>Bring Light to Banish Darkness<\/em><\/p><p><br><\/p><p>The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities\u2019 discerning vision, charged with chasing away lies and burning away darkness.<\/p><p><br><\/p><p>The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul\u2019s improvement.<\/p><p><br><\/p><h3>Level 3: Light Domain Spells<\/h3><p>Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p><strong>Light Domain Spells<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Cleric Level<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Prepared Spells<\/strong><\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Burning Hands, Faerie Fire, Scorching Ray, See Invisibility<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Daylight, Fireball<\/p><\/td><\/tr><tr data-row=\"4\"><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">7<\/p><\/td><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Arcane Eye, Wall of Fire<\/p><\/td><\/tr><tr data-row=\"5\"><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Flame Strike, Scrying<\/p><\/td><\/tr><\/tbody><\/table><\/div><h3>Level 3: Radiance of the Dawn<\/h3><p>As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness\u2014such as that created by the Darkness spell\u2014in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.<\/p><p><br><\/p><h3>Level 3: Warding Flare<\/h3><p>When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.<\/p><p><br><\/p><p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.<\/p><p><br><\/p><h3>Level 6: Improved Warding Flare<\/h3><p>You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.<\/p><p><br><\/p><p>In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.<\/p><p><br><\/p><h3>Level 17: Corona of Light<\/h3><p>As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.<\/p><p><br><\/p><p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.<\/p>","reference":"User","user_id":5},{"id":22,"name":"Trickery Domain","parentclass":"Cleric","full_text":"<h1><strong>Cleric Subclass: Trickery Domain<\/strong><\/h1><p><em>Make Mischief and Challenge Authority<\/em><\/p><p><br><\/p><p>The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.<\/p><p><br><\/p><p>Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They embody the forces of change and social upheaval, and they\u2019re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.<\/p><p><br><\/p><h3>Level 3: Blessing of the Trickster<\/h3><p>As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.<\/p><p><br><\/p><h3>Level 3: Invoke Duplicity<\/h3><p>As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn\u2019t occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.<\/p><p><br><\/p><p><strong>Cast Spells.<\/strong> You can cast spells as though you were in the illusion\u2019s space, but you must use your own senses.<\/p><p><br><\/p><p><strong>Distract.<\/strong> When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.<\/p><p><br><\/p><p><strong>Move.<\/strong> As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.<\/p><p><br><\/p><h3>Level 3: Trickery Domain Spells<\/h3><p>Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p><strong>Trickery Domain Spells<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Cleric Level<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Prepared Spells<\/strong><\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Charm Person, Disguise Self, Invisibility, Pass without Trace<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Hypnotic Pattern, Nondetection<\/p><\/td><\/tr><tr data-row=\"4\"><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">7<\/p><\/td><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Confusion, Dimension Door<\/p><\/td><\/tr><tr data-row=\"5\"><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Dominate Person, Modify Memory<\/p><\/td><\/tr><\/tbody><\/table><\/div><p>Level 6: Trickster\u2019s Transposition<\/p><p>Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.<\/p><p><br><\/p><p>Level 17: Improved Duplicity<\/p><p>The illusion of your Invoke Duplicity has grown more powerful in the following ways.<\/p><p><br><\/p><p><strong>Shared Distraction.<\/strong> When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.<\/p><p><br><\/p><p><strong>Healing Illusion.<\/strong> When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Cleric level.<\/p>","reference":"User","user_id":5},{"id":23,"name":"War Domain","parentclass":"Cleric","full_text":"<h1><strong>Cleric Subclass: War Domain<\/strong><\/h1><p><em>Inspire Valor and Smite Foes<\/em><\/p><p><br><\/p><p>War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.<\/p><p><br><\/p><p>Gods of the War Domain watch over warriors and reward them for their great deeds. They include champions of honor and chivalry as well as gods of destruction and pillage. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.<\/p><p><br><\/p><h3>Level 3: Guided Strike<\/h3><p>When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature\u2019s attack roll, you must take a Reaction to do so.<\/p><p><br><\/p><h3>Level 3: War Domain Spells<\/h3><p>Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p><strong>War Domain Spells<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">\t\t\t\t\t<strong>Cleric Level<\/strong>\t\t\t\t<\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">\t\t\t\t\t<strong>Prepared Spells<\/strong>\t\t\t\t<\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Crusader\u2019s Mantle, Spirit Guardians<\/p><\/td><\/tr><tr data-row=\"4\"><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">7<\/p><\/td><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Fire Shield, Freedom of Movement<\/p><\/td><\/tr><tr data-row=\"5\"><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Hold Monster, Steel Wind Strike<\/p><\/td><\/tr><\/tbody><\/table><\/div><h3>Level 3: War Priest<\/h3><p>As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.<\/p><p><br><\/p><h3>Level 6: War God\u2019s Blessing<\/h3><p>You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn\u2019t require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.<\/p><p><br><\/p><h3>Level 17: Avatar of Battle<\/h3><p>You gain Resistance to Bludgeoning, Piercing, and Slashing damage.<\/p>","reference":"User","user_id":5},{"id":24,"name":"Circle of the Moon","parentclass":"Druid","full_text":"<h1><strong>Druid Subclass: Circle of the Moon<\/strong><\/h1><p><em>Adopt Animal Forms to Guard the Wilds<\/em><\/p><p><br><\/p><p>Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.<\/p><p><br><\/p><p>Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid\u2019s blood.<\/p><p><br><\/p><h3>Level 3: Circle Forms<\/h3><p>You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.<\/p><p><br><\/p><p><strong>Challenge Rating.<\/strong> The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).<\/p><p><br><\/p><p><strong>Armor Class.<\/strong> Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast\u2019s AC.<\/p><p><br><\/p><p><strong>Temporary Hit Points. <\/strong>You gain a number of Temporary Hit Points equal to three times your Druid level.<\/p><p><br><\/p><h3>Level 3: Circle of the Moon Spells<\/h3><p>When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p>In addition, you can cast the spells from this feature while you\u2019re in a Wild Shape form.<\/p><p><br><\/p><p><strong>Circle of the Moon Spells<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Cleric Level<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Prepared Spells<\/strong><\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Cure Wounds, Moonbeam, Starry Wisp<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Conjure Animals<\/p><\/td><\/tr><tr data-row=\"4\"><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">7<\/p><\/td><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Fount of Moonlight<\/p><\/td><\/tr><tr data-row=\"5\"><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Mass Cure Wounds<\/p><\/td><\/tr><\/tbody><\/table><\/div><p>Level 6: Improved Circle Forms<\/p><p>While in a Wild Shape form, you gain the following benefits.<\/p><p><br><\/p><p><strong>Lunar Radiance.<\/strong> Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.<\/p><p><br><\/p><p><strong>Increased Toughness.<\/strong> You can add your Wisdom modifier to your Constitution saving throws.<\/p><p><br><\/p><h3>Level 10: Moonlight Step<\/h3><p>You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.<\/p><p><br><\/p><p>You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).<\/p><p><br><\/p><h3>Level 14: Lunar Form<\/h3><p>The power of the moon suffuses you, granting you the following benefits.<\/p><p><br><\/p><p><strong>Improved Lunar Radiance.<\/strong> Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form\u2019s attack.<\/p><p><br><\/p><p><strong>Shared Moonlight. <\/strong>Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.<\/p>","reference":"User","user_id":5},{"id":25,"name":"Circle of the Sea","parentclass":"Druid","full_text":"<h1><strong>Druid Subclass: Circle of the Sea<\/strong><\/h1><p><em>Become One with Tides and Storms<\/em><\/p><p><br><\/p><p>Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature\u2019s wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.<\/p><h3><br><\/h3><h3>Level 3: Circle of the Sea Spells<\/h3><p>When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p><strong>Circle of the Sea Spells<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Cleric Level<\/strong>\t\t\t<\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Prepared Spells<\/strong>\t\t\t\t<\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Lightning Bolt, Water Breathing<\/p><\/td><\/tr><tr data-row=\"4\"><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">7<\/p><\/td><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Control Water, Ice Storm<\/p><\/td><\/tr><tr data-row=\"5\"><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Conjure Elemental, Hold Monster<\/p><\/td><\/tr><\/tbody><\/table><\/div><h3>Level 3: Wrath of the Sea<\/h3><p>As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.<\/p><p><br><\/p><p>When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).<\/p><p><br><\/p><h3>Level 6: Aquatic Affinity<\/h3><p>The size of the Emanation created by your Wrath of the Sea increases to 10 feet.<\/p><p><br><\/p><p>In addition, you gain a Swim Speed equal to your Speed.<\/p><p><br><\/p><h3>Level 10: Stormborn<\/h3><p>Your Wrath of the Sea confers two more benefits while active, as detailed below.<\/p><p><br><\/p><p><strong>Flight. <\/strong>You gain a Fly Speed equal to your Speed.<\/p><p><br><\/p><p><strong>Resistance. <\/strong>You have Resistance to Cold, Lightning, and Thunder damage.<\/p><p><br><\/p><h3>Level 14: Oceanic Gift<\/h3><p>Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.<\/p><p><br><\/p><p>In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.<\/p>","reference":"User","user_id":5},{"id":26,"name":"Circle of the Stars","parentclass":"Druid","full_text":"<h1><strong>Druid Subclass: Circle of the Stars<\/strong><\/h1><p><em>Harness Secrets Hidden in Constellations<\/em><\/p><p><br><\/p><p>The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.<\/p><p><br><\/p><h3>Level 3: Star Map<\/h3><p>You\u2019ve created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.<\/p><p><br><\/p><p>While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.<\/p><p><br><\/p><p>If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous map.<\/p><p><br><\/p><p><strong>Star Map<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>1D6<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Map Form<\/strong><\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">1<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">A scroll bearing depictions of constellations<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">A stone tablet with fine holes drilled through it<\/p><\/td><\/tr><tr data-row=\"4\"><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"4\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">An owlbear hide tooled with stellar symbols<\/p><\/td><\/tr><tr data-row=\"5\"><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"5\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"5\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">A collection of maps bound in an ebony cover<\/p><\/td><\/tr><tr data-row=\"row-gqqz\"><td data-row=\"row-gqqz\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gqqz\" data-cell=\"cell-csrz\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"row-gqqz\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gqqz\" data-cell=\"cell-9o73\" data-rowspan=\"1\" data-colspan=\"1\">A crystal engraved with starry patterns<\/p><\/td><\/tr><tr data-row=\"row-jmpg\"><td data-row=\"row-jmpg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-jmpg\" data-cell=\"cell-g4cg\" data-rowspan=\"1\" data-colspan=\"1\">6<\/p><\/td><td data-row=\"row-jmpg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-jmpg\" data-cell=\"cell-5gek\" data-rowspan=\"1\" data-colspan=\"1\">A glass disk etched with constellations<\/p><\/td><\/tr><\/tbody><\/table><\/div><h3>Level 3: Starry Form<\/h3><p>As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.<\/p><p><br><\/p><p>While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.<\/p><p><br><\/p><p>Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.<\/p><p><br><\/p><p><strong>Archer.<\/strong> A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.<\/p><p><br><\/p><p><strong>Chalice. <\/strong>A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.<\/p><p><br><\/p><p><strong>Dragon.<\/strong> A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.<\/p><p><br><\/p><h3>Level 6: Cosmic Omen<\/h3><p>Whenever you finish a Long Rest, you can consult your Star Map for omens and roll a die. Until you finish your next Long Rest, you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:<\/p><p><br><\/p><p><strong>Weal (Even).<\/strong> Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.<\/p><p><br><\/p><p><strong>Woe (Odd).<\/strong> Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.<\/p><p><br><\/p><p>You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.<\/p><p><br><\/p><h3>Level 10: Twinkling Constellations<\/h3><p>The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a Fly Speed of 20 feet and can hover.<\/p><p><br><\/p><p>Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.<\/p><p><br><\/p><h3>Level 14: Full of Stars<\/h3><p>While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.<\/p>","reference":"User","user_id":5},{"id":27,"name":"Battle Master","parentclass":"Fighter","full_text":"<h1><strong>Fighter Subclass: Battle Master<\/strong><\/h1><p><em>Master Sophisticated Battle Maneuvers<\/em><\/p><p><br><\/p><p>Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.<\/p><p><br><\/p><p>Level 3: Combat Superiority<\/p><p>Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.<\/p><p><br><\/p><p><strong>Maneuvers<\/strong>. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.<\/p><p><br><\/p><p>You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.<\/p><p><br><\/p><p><strong>Superiority Dice.<\/strong> You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.<\/p><p><br><\/p><p>You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).<\/p><p><br><\/p><p><strong>Saving Throws.<\/strong> If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.<\/p><p><br><\/p><h3>Level 3: Student of War<\/h3><p>You gain proficiency with one type of Artisan\u2019s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.<\/p><p><br><\/p><h3>Level 7: Know Your Enemy<\/h3><p>As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.<\/p><p><br><\/p><p>Once you use this feature, you can\u2019t do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).<\/p><p><br><\/p><h3>Level 10: Improved Combat Superiority<\/h3><p>Your Superiority Die becomes a d10.<\/p><p><br><\/p><h3>Level 15: Relentless<\/h3><p>Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.<\/p><p><br><\/p><h3>Level 18: Ultimate Combat Superiority<\/h3><p>Your Superiority Die becomes a d12.<\/p><p><br><\/p><h3>Level 3: Maneuver Options<\/h3><p>The maneuvers are presented here in alphabetical order.<\/p><p><br><\/p><p><strong>Ambush<\/strong><\/p><p>When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.<\/p><p><br><\/p><p><strong>Bait and Switch<\/strong><\/p><p>When you\u2019re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn\u2019t have the Incapacitated condition. This movement doesn\u2019t provoke Opportunity Attacks.<\/p><p><br><\/p><p>Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.<\/p><p><br><\/p><p><strong>Commander\u2019s Strike<\/strong><\/p><p>When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack\u2019s damage roll on a hit.<\/p><p><br><\/p><p><strong>Commanding Presence<\/strong><\/p><p>When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.<\/p><p><br><\/p><p><strong>Disarming Attack<\/strong><\/p><p>When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack\u2019s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it\u2019s holding, with the object landing in its space.<\/p><p><br><\/p><p><strong>Distracting Strike<\/strong><\/p><p>When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack\u2019s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.<\/p><p><br><\/p><p><strong>Evasive Footwork<\/strong><\/p><p>As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.<\/p><p><br><\/p><p><strong>Feinting Attack<\/strong><\/p><p>As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack\u2019s damage roll.<\/p><p><br><\/p><p><strong>Goading Attack<\/strong><\/p><p>When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack\u2019s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.<\/p><p><br><\/p><p><strong>Lunging Attack<\/strong><\/p><p>As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack\u2019s damage roll.<\/p><p><br><\/p><p><strong>Maneuvering Attack<\/strong><\/p><p>When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack\u2019s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.<\/p><p><br><\/p><p><strong>Menacing Attack<\/strong><\/p><p>When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack\u2019s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.<\/p><p><br><\/p><p><strong>Parry<\/strong><\/p><p>When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).<\/p><p><br><\/p><p><strong>Precision Attack<\/strong><\/p><p>When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.<\/p><p><br><\/p><p><strong>Pushing Attack<\/strong><\/p><p>When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack\u2019s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.<\/p><p><br><\/p><p><strong>Rally<\/strong><\/p><p>As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).<\/p><p><br><\/p><p><strong>Riposte<\/strong><\/p><p>When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack\u2019s damage.<\/p><p><br><\/p><p><strong>Sweeping Attack<\/strong><\/p><p>When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.<\/p><p><br><\/p><p><strong>Tactical Assessment<\/strong><\/p><p>When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.<\/p><p><br><\/p><p><strong>Trip Attack<\/strong><\/p><p>When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack\u2019s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.<\/p>","reference":"User","user_id":5},{"id":28,"name":"Eldritch Knight","parentclass":"Fighter","full_text":"<h1><strong>Fighter Subclass: Eldritch Knight<\/strong><\/h1><p><em>Support Combat Skills with Arcane Magic<\/em><\/p><p><br><\/p><p>Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.<\/p><p><br><\/p><h3>Level 3: Spellcasting<\/h3><p>You have learned to cast spells.<\/p><p><br><\/p><p><strong>Cantrips.<\/strong> You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.<\/p><p><br><\/p><p>When you reach Fighter level 10, you learn another Wizard cantrip of your choice.<\/p><p><br><\/p><p><strong>Spell Slots.<\/strong> The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.<\/p><p><strong>Eldritch Knight Spellcasting<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 600px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Fighter Level<\/strong>\t\t\t\t<\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Spells Prepared<\/strong>\t\t\t\t<\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"3\" data-rowspan=\"1\" data-colspan=\"1\"><strong>1<\/strong>\t\t\t\t<\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"4\" data-rowspan=\"1\" data-colspan=\"1\"><strong>2<\/strong>\t\t\t\t<\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"5\" data-rowspan=\"1\" data-colspan=\"1\"><strong>3<\/strong>\t\t\t\t<\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"6\" data-rowspan=\"1\" data-colspan=\"1\"><strong>4<\/strong>\t\t\t\t<\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"3\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"4\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"5\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"6\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"3\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"4\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"5\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"6\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-8ba4\"><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-aiu5\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-inzc\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-9tkg\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-1n8p\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-vtha\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-xu6w\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-xcfg\"><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-mf2f\" data-rowspan=\"1\" data-colspan=\"1\">6<\/p><\/td><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-mus7\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-ba0l\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-12te\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-hfvz\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-qhmg\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-fhtv\"><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-wxpo\" data-rowspan=\"1\" data-colspan=\"1\">7<\/p><\/td><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-yhfr\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-9py9\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-86b6\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-sprf\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-p8v5\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-7ira\"><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-fofq\" data-rowspan=\"1\" data-colspan=\"1\">8<\/p><\/td><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-pek9\" data-rowspan=\"1\" data-colspan=\"1\">6<\/p><\/td><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-4jkz\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-b7ws\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-rh4d\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-yiwr\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-5gzr\"><td data-row=\"row-5gzr\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5gzr\" data-cell=\"cell-5qp9\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"row-5gzr\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5gzr\" data-cell=\"cell-z908\" data-rowspan=\"1\" data-colspan=\"1\">6<\/p><\/td><td data-row=\"row-5gzr\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5gzr\" data-cell=\"cell-8gwd\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-5gzr\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5gzr\" data-cell=\"cell-qmw3\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"row-5gzr\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5gzr\" data-cell=\"cell-99yd\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-5gzr\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5gzr\" data-cell=\"cell-zxll\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-iruj\"><td data-row=\"row-iruj\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-iruj\" data-cell=\"cell-aln5\" data-rowspan=\"1\" data-colspan=\"1\">10<\/p><\/td><td data-row=\"row-iruj\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-iruj\" data-cell=\"cell-4ne4\" data-rowspan=\"1\" data-colspan=\"1\">7<\/p><\/td><td data-row=\"row-iruj\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-iruj\" data-cell=\"cell-0wrd\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-iruj\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-iruj\" data-cell=\"cell-j64o\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-iruj\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-iruj\" data-cell=\"cell-75q2\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-iruj\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-iruj\" data-cell=\"cell-5hvs\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-d5k8\"><td data-row=\"row-d5k8\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-d5k8\" data-cell=\"cell-4ghj\" data-rowspan=\"1\" data-colspan=\"1\">11<\/p><\/td><td data-row=\"row-d5k8\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-d5k8\" data-cell=\"cell-von7\" data-rowspan=\"1\" data-colspan=\"1\">8<\/p><\/td><td data-row=\"row-d5k8\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-d5k8\" data-cell=\"cell-67r2\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-d5k8\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-d5k8\" data-cell=\"cell-2y4o\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-d5k8\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-d5k8\" data-cell=\"cell-fq3w\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-d5k8\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-d5k8\" data-cell=\"cell-m8p8\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-6sfn\"><td data-row=\"row-6sfn\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-6sfn\" data-cell=\"cell-r53k\" data-rowspan=\"1\" data-colspan=\"1\">12<\/p><\/td><td data-row=\"row-6sfn\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-6sfn\" data-cell=\"cell-442z\" data-rowspan=\"1\" data-colspan=\"1\">8<\/p><\/td><td data-row=\"row-6sfn\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-6sfn\" data-cell=\"cell-55ic\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-6sfn\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-6sfn\" data-cell=\"cell-hqvh\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-6sfn\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-6sfn\" data-cell=\"cell-cp6e\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><td data-row=\"row-6sfn\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-6sfn\" data-cell=\"cell-4582\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-06pi\"><td data-row=\"row-06pi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-06pi\" data-cell=\"cell-rimo\" data-rowspan=\"1\" data-colspan=\"1\">13<\/p><\/td><td data-row=\"row-06pi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-06pi\" data-cell=\"cell-o5rh\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"row-06pi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-06pi\" data-cell=\"cell-gsbd\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-06pi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-06pi\" data-cell=\"cell-chvv\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-06pi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-06pi\" data-cell=\"cell-sdy9\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"row-06pi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-06pi\" data-cell=\"cell-2jk1\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-gx7y\"><td data-row=\"row-gx7y\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gx7y\" data-cell=\"cell-6ppw\" data-rowspan=\"1\" data-colspan=\"1\">14<\/p><\/td><td data-row=\"row-gx7y\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gx7y\" data-cell=\"cell-200j\" data-rowspan=\"1\" data-colspan=\"1\">10<\/p><\/td><td data-row=\"row-gx7y\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gx7y\" data-cell=\"cell-qq1h\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-gx7y\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gx7y\" data-cell=\"cell-dy64\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-gx7y\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gx7y\" data-cell=\"cell-e2u0\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"row-gx7y\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-gx7y\" data-cell=\"cell-2773\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-5fap\"><td data-row=\"row-5fap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5fap\" data-cell=\"cell-u60h\" data-rowspan=\"1\" data-colspan=\"1\">15<\/p><\/td><td data-row=\"row-5fap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5fap\" data-cell=\"cell-hn74\" data-rowspan=\"1\" data-colspan=\"1\">10<\/p><\/td><td data-row=\"row-5fap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5fap\" data-cell=\"cell-b2t9\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-5fap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5fap\" data-cell=\"cell-mfv9\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-5fap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5fap\" data-cell=\"cell-9ghl\" data-rowspan=\"1\" data-colspan=\"1\">2<\/p><\/td><td data-row=\"row-5fap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-5fap\" data-cell=\"cell-qvo8\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-3vyi\"><td data-row=\"row-3vyi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-3vyi\" data-cell=\"cell-c686\" data-rowspan=\"1\" data-colspan=\"1\">16<\/p><\/td><td data-row=\"row-3vyi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-3vyi\" data-cell=\"cell-hc18\" data-rowspan=\"1\" data-colspan=\"1\">11<\/p><\/td><td data-row=\"row-3vyi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-3vyi\" data-cell=\"cell-irc0\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-3vyi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-3vyi\" data-cell=\"cell-985n\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-3vyi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-3vyi\" data-cell=\"cell-t958\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-3vyi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-3vyi\" data-cell=\"cell-ojj1\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-mzsi\"><td data-row=\"row-mzsi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-mzsi\" data-cell=\"cell-ww8b\" data-rowspan=\"1\" data-colspan=\"1\">17<\/p><\/td><td data-row=\"row-mzsi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-mzsi\" data-cell=\"cell-2woz\" data-rowspan=\"1\" data-colspan=\"1\">11<\/p><\/td><td data-row=\"row-mzsi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-mzsi\" data-cell=\"cell-12pf\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-mzsi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-mzsi\" data-cell=\"cell-zbkn\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-mzsi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-mzsi\" data-cell=\"cell-ncad\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-mzsi\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-mzsi\" data-cell=\"cell-6yog\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-rhpd\"><td data-row=\"row-rhpd\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-rhpd\" data-cell=\"cell-ukyc\" data-rowspan=\"1\" data-colspan=\"1\">18<\/p><\/td><td data-row=\"row-rhpd\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-rhpd\" data-cell=\"cell-n9gx\" data-rowspan=\"1\" data-colspan=\"1\">11<\/p><\/td><td data-row=\"row-rhpd\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-rhpd\" data-cell=\"cell-xlo5\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-rhpd\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-rhpd\" data-cell=\"cell-27gr\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-rhpd\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-rhpd\" data-cell=\"cell-atq4\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-rhpd\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-rhpd\" data-cell=\"cell-4wh7\" data-rowspan=\"1\" data-colspan=\"1\">-<\/p><\/td><\/tr><tr data-row=\"row-4gps\"><td data-row=\"row-4gps\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-4gps\" data-cell=\"cell-pt8c\" data-rowspan=\"1\" data-colspan=\"1\">19<\/p><\/td><td data-row=\"row-4gps\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-4gps\" data-cell=\"cell-a9ax\" data-rowspan=\"1\" data-colspan=\"1\">12<\/p><\/td><td data-row=\"row-4gps\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-4gps\" data-cell=\"cell-xjxx\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-4gps\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-4gps\" data-cell=\"cell-82u6\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-4gps\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-4gps\" data-cell=\"cell-4ncs\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-4gps\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-4gps\" data-cell=\"cell-74us\" data-rowspan=\"1\" data-colspan=\"1\">1<\/p><\/td><\/tr><tr data-row=\"row-ejop\"><td data-row=\"row-ejop\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-ejop\" data-cell=\"cell-eotz\" data-rowspan=\"1\" data-colspan=\"1\">20<\/p><\/td><td data-row=\"row-ejop\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-ejop\" data-cell=\"cell-1f91\" data-rowspan=\"1\" data-colspan=\"1\">13<\/p><\/td><td data-row=\"row-ejop\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-ejop\" data-cell=\"cell-vxn1\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><td data-row=\"row-ejop\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-ejop\" data-cell=\"cell-783d\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-ejop\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-ejop\" data-cell=\"cell-q19l\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"row-ejop\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-ejop\" data-cell=\"cell-14dv\" data-rowspan=\"1\" data-colspan=\"1\">1<\/p><\/td><\/tr><\/tbody><\/table><\/div><p><strong>Prepared Spells of Level 1+.<\/strong> You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.<\/p><p><br><\/p><p>The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you\u2019re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.<\/p><p><br><\/p><p><strong>Changing Your Prepared Spells.<\/strong> Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.<\/p><p><br><\/p><p><strong>Spellcasting Ability.<\/strong> Intelligence is your spellcasting ability for your Wizard spells.<\/p><p><br><\/p><p><strong>Spellcasting Focus.<\/strong> You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.<\/p><p><br><\/p><h3>Level 3: War Bond<\/h3><p>You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.<\/p><p><br><\/p><p>Once you have bonded a weapon to yourself, you can\u2019t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.<\/p><p><br><\/p><p>You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.<\/p><p><br><\/p><h3>Level 7: War Magic<\/h3><p>When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.<\/p><p><br><\/p><h3>Level 10: Eldritch Strike<\/h3><p>You learn how to make your weapon strikes undercut a creature\u2019s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.<\/p><p><br><\/p><h3>Level 15: Arcane Charge<\/h3><p>When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.<\/p><p><br><\/p><h3>Level 18: Improved War Magic<\/h3><p>When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Wizard spells that has a casting time of an action.<\/p>","reference":"User","user_id":5},{"id":29,"name":"Psi Warrior","parentclass":"Fighter","full_text":"<h1><strong>Fighter Subclass: Psi Warrior<\/strong><\/h1><p><em>Augment Physical Might with Psionic Power<\/em><\/p><p><br><\/p><p>Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.<\/p><p><br><\/p><p>Level 3: Psionic Power<\/p><p>You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.<\/p><p><br><\/p><p><strong>Psi Warrior Energy Dice<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 600px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Fighter Level<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Die Sizes <\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"3\" data-rowspan=\"1\" data-colspan=\"1\">Number<\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">D6<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"3\" data-rowspan=\"1\" data-colspan=\"1\">4<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">D8<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"3\" data-rowspan=\"1\" data-colspan=\"1\">6<\/p><\/td><\/tr><tr data-row=\"row-8ba4\"><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-aiu5\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-inzc\" data-rowspan=\"1\" data-colspan=\"1\">D8<\/p><\/td><td data-row=\"row-8ba4\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-8ba4\" data-cell=\"cell-9tkg\" data-rowspan=\"1\" data-colspan=\"1\">8<\/p><\/td><\/tr><tr data-row=\"row-xcfg\"><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-mf2f\" data-rowspan=\"1\" data-colspan=\"1\">11<\/p><\/td><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-mus7\" data-rowspan=\"1\" data-colspan=\"1\">D10<\/p><\/td><td data-row=\"row-xcfg\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-xcfg\" data-cell=\"cell-ba0l\" data-rowspan=\"1\" data-colspan=\"1\">8<\/p><\/td><\/tr><tr data-row=\"row-fhtv\"><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-wxpo\" data-rowspan=\"1\" data-colspan=\"1\">13<\/p><\/td><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-yhfr\" data-rowspan=\"1\" data-colspan=\"1\">D10<\/p><\/td><td data-row=\"row-fhtv\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-fhtv\" data-cell=\"cell-9py9\" data-rowspan=\"1\" data-colspan=\"1\">10<\/p><\/td><\/tr><tr data-row=\"row-7ira\"><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-fofq\" data-rowspan=\"1\" data-colspan=\"1\">17<\/p><\/td><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-pek9\" data-rowspan=\"1\" data-colspan=\"1\">D12<\/p><\/td><td data-row=\"row-7ira\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-7ira\" data-cell=\"cell-4jkz\" data-rowspan=\"1\" data-colspan=\"1\">12<\/p><\/td><\/tr><\/tbody><\/table><\/div><p><br><\/p><p>Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power\u2019s description, and you can\u2019t use a power if it requires you to use a die when all your Psionic Energy Dice are expended.<\/p><p><br><\/p><p>You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.<\/p><p><br><\/p><p><strong>Protective Field.<\/strong> When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.<\/p><p><br><\/p><p><strong>Psionic Strike.<\/strong> You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.<\/p><p><br><\/p><p><strong>Telekinetic Movement.<\/strong> You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.<\/p><p><br><\/p><p>Once you take this action, you can\u2019t do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.<\/p><h3><br><\/h3><h3>Level 7: Telekinetic Adept<\/h3><p>You have mastered new ways to use your telekinetic abilities, detailed below.<\/p><p><br><\/p><p><strong>Psi-Powered Leap. <\/strong>As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can\u2019t do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.<\/p><p><br><\/p><p><strong>Telekinetic Thrust. <\/strong>When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.<\/p><h3><br><\/h3><h3>Level 10: Guarded Mind<\/h3><p>You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.<\/p><p><br><\/p><h3>Level 15: Bulwark of Force<\/h3><p>You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.<\/p><p><br><\/p><p>Once you use this feature, you can\u2019t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.<\/p><p><br><\/p><h3>Level 18: Telekinetic Master<\/h3><p>You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.<\/p><p><br><\/p><p>Once you cast the spell with this feature, you can\u2019t do so in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.<\/p>","reference":"User","user_id":5},{"id":30,"name":"Warrior of Mercy","parentclass":"Monk","full_text":"<h1><strong>Monk Subclass: Warrior of Mercy<\/strong><\/h1><p><em>Manipulate Forces of Life and Death<\/em><\/p><p><br><\/p><p>Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.<\/p><p><br><\/p><h3>Level 3: Hand of Harm<\/h3><p>Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.<\/p><p><br><\/p><h3>Level 3: Hand of Healing<\/h3><p>As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.<\/p><p><br><\/p><p>When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature without expending a Focus Point for the healing.<\/p><p><br><\/p><h3>Level 3: Implements of Mercy<\/h3><p>You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.<\/p><p><br><\/p><h3>Level 6: Physician\u2019s Touch<\/h3><p>Your Hand of Harm and Hand of Healing improve, as detailed below.<\/p><p><br><\/p><p><strong>Hand of Harm.<\/strong> When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn.<\/p><p><br><\/p><p><strong>Hand of Healing.<\/strong> When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.<\/p><h3><br><\/h3><h3>Level 11: Flurry of Healing and Harm<\/h3><p>When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing.<\/p><p><br><\/p><p>In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn.<\/p><p><br><\/p><p>You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.<\/p><p><br><\/p><h3>Level 17: Hand of Ultimate Mercy<\/h3><p>Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.<\/p><p><br><\/p><p>Once you use this feature, you can\u2019t use it again until you finish a Long Rest.<\/p>","reference":"User","user_id":5},{"id":31,"name":"Warrior of Shadow","parentclass":"Monk","full_text":"<h1><strong>Monk Subclass: Warrior of Shadow<\/strong><\/h1><p><em>Harness Shadow Power for Stealth and Subterfuge<\/em><\/p><p><br><\/p><p>Warriors of Shadow practice stealth and subterfuge, harnessing the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, leap from shadow to shadow, and take on a wraithlike form.<\/p><h3><br><\/h3><h3>Level 3: Shadow Arts<\/h3><p>You have learned to draw on the power of the Shadowfell, gaining the following benefits.<\/p><p><br><\/p><p><strong>Darkness.<\/strong> You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell\u2019s area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.<\/p><p><br><\/p><p><strong>Darkvision.<\/strong> You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.<\/p><p><br><\/p><p><strong>Shadowy Figments.<\/strong> You know the Minor Illusion spell. Wisdom is your spellcasting ability for it.<\/p><p><br><\/p><h3>Level 6: Shadow Step<\/h3><p>While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.<\/p><p><br><\/p><h3>Level 11: Improved Shadow Step<\/h3><p>You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.<\/p><p><br><\/p><h3>Level 17: Cloak of Shadows<\/h3><p>As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.<\/p><p><br><\/p><p><strong>Invisibility. <\/strong>You have the Invisible condition.<\/p><p><br><\/p><p><strong>Partially Incorporeal.<\/strong> You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.<\/p><p><br><\/p><p><strong>Shadow Flurry. <\/strong>You can use your Flurry of Blows without expending any Focus Points.<\/p><p><br><\/p>","reference":"User","user_id":5},{"id":32,"name":"Warrior of the Elements","parentclass":"Monk","full_text":"<h1><strong>Monk Subclass: Warrior of the Elements<\/strong><\/h1><p><em>Wield Strikes and Bursts of Elemental Power<\/em><\/p><p><br><\/p><p>Warriors of the Elements tap into the power of the Elemental Planes. Harnessing their supernatural focus, these Monks momentarily tame the energy of the Elemental Chaos to empower themselves in and out of battle.<\/p><p><br><\/p><h3>Level 3: Elemental Attunement<\/h3><p>At the start of your turn, you can expend 1 Focus Point to imbue yourself with elemental energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active.<\/p><p><br><\/p><p><strong>Reach.<\/strong> When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.<\/p><p><br><\/p><p><strong>Elemental Strikes.<\/strong> Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type. When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.<\/p><p><br><\/p><h3>Level 3: Manipulate Elements<\/h3><p>You know the Elementalism spell. Wisdom is your spellcasting ability for it.<\/p><p><br><\/p><h3>Level 6: Elemental Burst<\/h3><p>As a Magic action, you can expend 2 Focus Points to cause elemental energy to burst in a 20-foot-radius Sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder.<\/p><p><br><\/p><p>Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.<\/p><p><br><\/p><h3>Level 11: Stride of the Elements<\/h3><p>While your Elemental Attunement is active, you also have a Fly Speed and a Swim Speed equal to your Speed.<\/p><p><br><\/p><h3>Level 17: Elemental Epitome<\/h3><p>While your Elemental Attunement is active, you also gain the following benefits.<\/p><p><br><\/p><p><strong>Damage Resistance. <\/strong>You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, or Thunder. At the start of each of your turns, you can change this choice.<\/p><p><br><\/p><p><strong>Destructive Stride. <\/strong>When you use your Step of the Wind, your Speed increases by 20 feet until the end of the turn. For that duration, any creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is your choice of Acid, Cold, Fire, Lightning, or Thunder. A creature can take this damage only once per turn.<\/p><p><br><\/p><p><strong>Empowered Strikes. <\/strong>Once on each of your turns, you can deal extra damage to a target equal to one roll of your Martial Arts die when you hit it with an Unarmed Strike. The extra damage is the same type dealt by that strike.<\/p><p><br><\/p>","reference":"User","user_id":5},{"id":33,"name":"Oath of Glory","parentclass":"Paladin","full_text":"<h1><strong>Paladin Subclass: Oath of Glory<\/strong><\/h1><p><em>Strive for the Heights of Heroism<\/em><\/p><p><br><\/p><p>Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they\u2019re all ready when destiny calls.<\/p><p><br><\/p><p>These paladins share the following tenets:<\/p><ol><li data-list=\"bullet\">Endeavor to be known by your deeds.<\/li><li data-list=\"bullet\">Face hardships with courage.<\/li><li data-list=\"bullet\">Inspire others to strive for glory.<\/li><\/ol><p><br><\/p><h3>Level 3: Inspiring Smite<\/h3><p>Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus your Paladin level, divided among the chosen creatures however you like.<\/p><p><br><\/p><h3>Level 3: Oath of Glory Spells<\/h3><p>The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p><strong>Oath of Glory Spells<\/strong><\/p><p><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 732px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Paladin Level<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Spells <\/strong><\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Guiding Bolt, Heroism<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Enhance Ability, Magic Weapon<\/p><\/td><\/tr><tr data-row=\"row-b5av\"><td data-row=\"row-b5av\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-b5av\" data-cell=\"cell-jlwj\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"row-b5av\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-b5av\" data-cell=\"cell-rkk3\" data-rowspan=\"1\" data-colspan=\"1\">Haste, Protection from Energy<\/p><\/td><\/tr><tr data-row=\"row-erho\"><td data-row=\"row-erho\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-erho\" data-cell=\"cell-jhv9\" data-rowspan=\"1\" data-colspan=\"1\">13<\/p><\/td><td data-row=\"row-erho\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-erho\" data-cell=\"cell-h673\" data-rowspan=\"1\" data-colspan=\"1\">Compulsion, Freedom of Movement<\/p><\/td><\/tr><tr data-row=\"row-olap\"><td data-row=\"row-olap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-olap\" data-cell=\"cell-swxv\" data-rowspan=\"1\" data-colspan=\"1\">17<\/p><\/td><td data-row=\"row-olap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-olap\" data-cell=\"cell-6i33\" data-rowspan=\"1\" data-colspan=\"1\">Legend Lore, Yolande's Regal Presence<\/p><\/td><\/tr><\/tbody><\/table><\/div><h3>Level 3: Peerless Athlete<\/h3><p>As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).<\/p><p><br><\/p><h3>Level 7: Aura of Alacrity<\/h3><p>Your Speed increases by 10 feet.<\/p><p><br><\/p><p>In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally\u2019s Speed increases by 10 feet until the end of their next turn.<\/p><p><br><\/p><h3>Level 15: Glorious Defense<\/h3><p>You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can take a Reaction to grant a bonus to the target\u2019s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one attack with a weapon against the attacker as part of this Reaction if the attacker is within your weapon\u2019s range.<\/p><p><br><\/p><p>You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.<\/p><p><br><\/p><h3>Level 20: Living Legend<\/h3><p>You can empower yourself with the legends\u2014whether true or exaggerated\u2014of your great deeds. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).<\/p><p><br><\/p><p><strong>Charismatic.<\/strong> You are blessed with an otherworldly presence and have Advantage on all Charisma checks.<\/p><p><br><\/p><p><strong>Saving Throw Reroll.<\/strong> If you fail a saving throw, you can take a Reaction to reroll it. You must use this new roll.<\/p><p><br><\/p><p><strong>Unerring Strike. <\/strong>Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.<\/p>","reference":"User","user_id":5},{"id":34,"name":"Oath of the Ancients","parentclass":"Paladin","full_text":"<h1><strong>Paladin Subclass: Oath of the Ancients<\/strong><\/h1><p><em>Preserve Life and Light in the World<\/em><\/p><p><br><\/p><p>The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things\u2014leaves, antlers, or flowers\u2014to reflect their commitment to preserving life and light.<\/p><p><br><\/p><p>These paladins share the following tenets:<\/p><ol><li data-list=\"bullet\">Kindle the light of hope.<\/li><li data-list=\"bullet\">Shelter life.<\/li><li data-list=\"bullet\">Delight in art and laughter.<\/li><\/ol><p><br><\/p><h3>Level 3: Nature\u2019s Wrath<\/h3><p>As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.<\/p><p><br><\/p><h3>Level 3: Oath of the Ancients Spells<\/h3><p>The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p><strong>Oath of the Ancients Spells<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Paladin Level<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Spells <\/strong><\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Ensnaring Strike, Speak with Animals<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Misty Step, Moonbeam<\/p><\/td><\/tr><tr data-row=\"row-b5av\"><td data-row=\"row-b5av\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-b5av\" data-cell=\"cell-jlwj\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"row-b5av\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-b5av\" data-cell=\"cell-rkk3\" data-rowspan=\"1\" data-colspan=\"1\">Plant Growth, Protection from Energy<\/p><\/td><\/tr><tr data-row=\"row-erho\"><td data-row=\"row-erho\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-erho\" data-cell=\"cell-jhv9\" data-rowspan=\"1\" data-colspan=\"1\">13<\/p><\/td><td data-row=\"row-erho\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-erho\" data-cell=\"cell-h673\" data-rowspan=\"1\" data-colspan=\"1\">Ice Storm, Stoneskin<\/p><\/td><\/tr><tr data-row=\"row-olap\"><td data-row=\"row-olap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-olap\" data-cell=\"cell-swxv\" data-rowspan=\"1\" data-colspan=\"1\">17<\/p><\/td><td data-row=\"row-olap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-olap\" data-cell=\"cell-6i33\" data-rowspan=\"1\" data-colspan=\"1\">Commune with Nature, Tree Stride<\/p><\/td><\/tr><\/tbody><\/table><\/div><h3>Level 7: Aura of Warding<\/h3><p>Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.<\/p><p><br><\/p><h3>Level 15: Undying Sentinel<\/h3><p>When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can\u2019t do so again until you finish a Long Rest.<\/p><p><br><\/p><p>Additionally, you can\u2019t be aged magically, and you cease visibly aging.<\/p><p><br><\/p><h3>Level 20: Elder Champion<\/h3><p>As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).<\/p><p><br><\/p><p><strong>Diminish Defiance. <\/strong>Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.<\/p><p><br><\/p><p><strong>Regeneration. <\/strong>At the start of each of your turns, you regain 10 Hit Points.<\/p><p><br><\/p><p><strong>Swift Spells.<\/strong> Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.<\/p>","reference":"User","user_id":5},{"id":35,"name":"Oath of Vengeance","parentclass":"Paladin","full_text":"<h1><strong>Paladin Subclass: Oath of Vengeance<\/strong><\/h1><p><em>Punish Evildoers at Any Cost<\/em><\/p><p><br><\/p><p>The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves\u2019 guild grows too violent, when a dragon rampages through the countryside\u2014at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.<\/p><p><br><\/p><p>These paladins share the following tenets:<\/p><ol><li data-list=\"bullet\">Show the wicked no mercy.<\/li><li data-list=\"bullet\">Fight injustice and its causes.<\/li><li data-list=\"bullet\">Aid those harmed by injustice.<\/li><\/ol><p><br><\/p><h3>Level 3: Oath of Vengeance Spells<\/h3><p>The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.<\/p><p><br><\/p><p><strong>Oath of Vengeance Spells<\/strong><\/p><div class=\"quill-better-table-wrapper\"><table class=\"quill-better-table\" style=\"width: 200px;\"><tbody><tr data-row=\"1\"><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Paladin Level<\/strong><\/p><\/td><td data-row=\"1\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"1\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\"><strong>Spells <\/strong><\/p><\/td><\/tr><tr data-row=\"2\"><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">3<\/p><\/td><td data-row=\"2\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"2\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Bane, Hunters Mark<\/p><\/td><\/tr><tr data-row=\"3\"><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"1\" data-rowspan=\"1\" data-colspan=\"1\">5<\/p><\/td><td data-row=\"3\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"3\" data-cell=\"2\" data-rowspan=\"1\" data-colspan=\"1\">Hold Person, Misty Step<\/p><\/td><\/tr><tr data-row=\"row-b5av\"><td data-row=\"row-b5av\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-b5av\" data-cell=\"cell-jlwj\" data-rowspan=\"1\" data-colspan=\"1\">9<\/p><\/td><td data-row=\"row-b5av\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-b5av\" data-cell=\"cell-rkk3\" data-rowspan=\"1\" data-colspan=\"1\">Haste, Protection from Energy<\/p><\/td><\/tr><tr data-row=\"row-erho\"><td data-row=\"row-erho\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-erho\" data-cell=\"cell-jhv9\" data-rowspan=\"1\" data-colspan=\"1\">13<\/p><\/td><td data-row=\"row-erho\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-erho\" data-cell=\"cell-h673\" data-rowspan=\"1\" data-colspan=\"1\">Banishment, Dimension Door<\/p><\/td><\/tr><tr data-row=\"row-olap\"><td data-row=\"row-olap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-olap\" data-cell=\"cell-swxv\" data-rowspan=\"1\" data-colspan=\"1\">17<\/p><\/td><td data-row=\"row-olap\" rowspan=\"1\" colspan=\"1\"><p class=\"qlbt-cell-line\" data-row=\"row-olap\" data-cell=\"cell-6i33\" data-rowspan=\"1\" data-colspan=\"1\">Hold Monster, Scrying<\/p><\/td><\/tr><\/tbody><\/table><\/div><h3>Level 3: Vow of Enmity<\/h3><p>When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.<\/p><p><br><\/p><p>If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).<\/p><p><br><\/p><h3>Level 7: Relentless Avenger<\/h3><p>Your supernatural focus helps you close off a foe\u2019s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature\u2019s Speed to 0 until the end of the current turn. You can then move up to half your Speed as part of the same Reaction. This movement doesn\u2019t provoke Opportunity Attacks.<\/p><p><br><\/p><h3>Level 15: Soul of Vengeance<\/h3><p>Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it\u2019s within range.<\/p><p><br><\/p><h3>Level 20: Avenging Angel<\/h3><p>As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can\u2019t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).<\/p><p><br><\/p><p><strong>Flight<\/strong>. You sprout spectral wings on your back, have a Fly Speed of 60 feet, and can hover.<\/p><p><br><\/p><p><strong>Frightful Aura.<\/strong> Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.<\/p>","reference":"User","user_id":5}]}