[[],[{"id":22090,"name":"Bigby's Hand","school":"Evocation","subschool":"None","spellcraft_dc":"5","level":"Wizard 5","short_description":"You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. ","full_text":"<div><h2>Bigby's Hand<\/h2><b>School:<\/b> Evocation<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 5<br \/><hr \/><b>Spellcraft DC:<\/b> 5<br \/><strong>Casting Time:<\/strong> 1 action<br \/><strong>Range:<\/strong> 120 feet<br \/><strong>Components:<\/strong> V, S. M (an eggshell and a snakeskin glove)<br \/><strong>Duration:<\/strong> Concentration, up to 1 minute<\/div><div>&nbsp;<\/div><div>You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.<\/div><div>The hand is an object that has AC 20 and hit points equal to your hit point maximum. if it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.<\/div><div>When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.<\/div><div>&nbsp;<\/div><div><strong>Clenched Fist.<\/strong> The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.<br \/><strong>Forceful Hand.<\/strong> The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.<br \/><strong>Grasping Hand.<\/strong> The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.<\/div><div><strong>Interposing Hand.<\/strong> The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay<br \/>between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that<br \/>space is difficult terrain for the target.<br \/><strong>At Higher Levels.<\/strong> When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.<br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22091,"name":"Divine Word","school":"Evocation","subschool":"None","spellcraft_dc":"7","level":"Cleric 7","short_description":"Deafen creature, Any number of creatures within range are affected depending on their current HP","full_text":"<div><h2>Divine Word<\/h2><b>School:<\/b> Evocation<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Cleric 7<br \/><hr \/><b>Spellcraft DC:<\/b> 7<br \/><p><strong>Casting Time:<\/strong> 1 bonus action<br \/><strong>Range:<\/strong> 30 feet<br \/><strong>Components:<\/strong> V<br \/><strong>Duration:<\/strong> Instantaneous<br \/>You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. <br \/>Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:<\/p><ul><li>50 hit points or fewer: deafened for 1 minute<\/li><li>40 hit points or fewer: deafened and blinded for 10 minutes<\/li><li>30 hit points or fewer: blinded, deafened, and stunned for 1 hour<\/li><li>20 hit points or fewer: killed instantly<\/li><\/ul><p>Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.<\/p><br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22092,"name":"Drawmij's Instant Summons","school":"Conjuration","subschool":"ritual","spellcraft_dc":"6","level":"Wizard 6","short_description":"You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. ","full_text":"<div><h2>Drawmij's Instant Summons<\/h2><b>School:<\/b> Conjuration<br \/><b>Subschool:<\/b> ritual<br \/><b>Level:<\/b> Wizard 6<br \/><hr \/><b>Spellcraft DC:<\/b> 6<br \/><strong>Casting Time:<\/strong> 1 minute<br \/><strong>Range:<\/strong> Touch<br \/><strong>Components:<\/strong> V, S. M (a sapphire worth 1,000 gp)<br \/><strong>Duration:<\/strong> Until dispelled<br \/>You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.<br \/>At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.<br \/>Dispel magic or a similar effect successfully applied tothe sapphire ends this spell's effect.<br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22093,"name":"Evard's Black Tentacles","school":"Conjuration","subschool":"None","spellcraft_dc":"4","level":"Wizard 4, Warlock 4","short_description":"Squirming, ebony tentacles fill a 20-foot square on  ground that you can see within range. ","full_text":"<div><h2>Evard's Black Tentacles<\/h2><b>School:<\/b> Conjuration<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 4, Warlock 4 (Great Old One)<br \/><hr \/><b>Spellcraft DC:<\/b> 4<br \/><strong>Casting Time:<\/strong> 1 action<br \/><strong>Range:<\/strong> 90 feet<br \/><strong>Components:<\/strong> V. S, M (a piece of tentacle from a giant octopus or a giant squid)<br \/><strong>Duration:<\/strong> Concentration, up to 1 minute<br \/>Squirming, ebony tentacles fill a 20-foot square on&nbsp; ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.<br \/>When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and he restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.<br \/>A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice)<br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22094,"name":"Leomund's Secret Chest","school":"Conjuration","subschool":"None","spellcraft_dc":"4","level":"Wizard 4, Cleric 4","short_description":"You hide a chest, and all its contents, on the EtherealPlane. ","full_text":"<div><h2>Leomund's Secret Chest<\/h2><b>School:<\/b> Conjuration<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 4, Cleric 4<br \/><hr \/><b>Spellcraft DC:<\/b> 4<br \/><strong>Casting Time:<\/strong> 1 action<br \/><strong>Range:<\/strong> Touch<br \/><strong>Components:<\/strong> V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)<br \/><strong>Duration:<\/strong> Instantaneous<\/div><div><br \/>You hide a chest, and all its contents, on the EtherealPlane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonlivingmaterial (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, youcan use an action and touch the replica to recall the<br \/>chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the<br \/>Ethereal Plane by using an action and touching both thechest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.<br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22095,"name":"Leomund's Tiny Hut","school":"Evocation","subschool":"ritual","spellcraft_dc":"3","level":"Wizard 3, Bard 3, Fighter 3","short_description":"A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration.","full_text":"<div><h2>Leomund's Tiny Hut<\/h2><b>School:<\/b> Evocation<br \/><b>Subschool:<\/b> ritual<br \/><b>Level:<\/b> Wizard 3, Bard 3, Fighter 3 (Eldritch Knight)<br \/><hr \/><b>Spellcraft DC:<\/b> 3<br \/><strong>Casting Time:<\/strong> 1 minute<br \/><strong>Range:<\/strong> Self (10-foot-radius hemisphere)<br \/><strong>Components:<\/strong> V, S, M (a small crystal bead)<br \/><strong>Duration:<\/strong> 8 hours<\/div><div><br \/>A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.<br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22096,"name":"Melf's Acid Arrow","school":"Evocation","subschool":"None","spellcraft_dc":"2","level":"Wizard 2, Druid 3, Fighter 7","short_description":"A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. ","full_text":"<div><h2>Melf's Acid Arrow<\/h2><b>School:<\/b> Evocation<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 2, Druid 3 (Swamp), Fighter 7 (Eldritch Knight)<br \/><hr \/><b>Spellcraft DC:<\/b> 2<br \/><strong>Casting Time:<\/strong> 1 action<br \/><strong>Range:<\/strong> 90 feet<br \/><strong>Components:<\/strong> V, S, M (powdered rhubarb leaf and an adder's stomach)<br \/><strong>Duration:<\/strong> Instantaneous<\/div><div>&nbsp;<\/div><div>A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.<\/div><div>At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.<br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22097,"name":"Mordenkainen's Faithful Hound","school":"Conjuration","subschool":"None","spellcraft_dc":"4","level":"Wizard 4","short_description":"You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.","full_text":"<h2>Mordenkainen's Faithful Hound<\/h2><p><b>School:<\/b> Conjuration<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 4<\/p><hr \/><p><b>Spellcraft DC:<\/b> 4<\/p><p><strong>Casting Time:<\/strong> 1&nbsp;action<br \/> <strong>Range:<\/strong> 30 feet<\/p><p><strong>Components:<\/strong> V, 5, M (a tiny silver whistle, a pieee of bone, and a thread)<\/p><p><strong>Duration:<\/strong> 8 hours<\/p><p>You conjure a phantom watchdog in an unoccupied&nbsp;space that you can see within range, where it remains&nbsp;for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.<\/p><p>The hound is invisible to ali creatures except you and can't be harmed. When a 5mall or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.<\/p><p>At the start of each of your turos, the hound attempts to bite one creature within 5 feet of it that is hostile&nbsp;to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.<\/p><p><br \/><br \/><br \/><b>Reference:<\/b><\/p>","reference":"PhB"},{"id":22098,"name":"Mordenkainen's Magnificent Mansion","school":"Conjuration","subschool":"None","spellcraft_dc":"7","level":"Wizard 7, Bard 7","short_description":"You conjure an extradimensional dwelling in range that lasts for the duration.","full_text":"<h2>Mordenkainen's Magnificent Mansion<\/h2><p><b>School:<\/b> Conjuration<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 7, Bard 7<\/p><hr \/><p><b>Spellcraft DC:<\/b> 7<br \/><br \/><\/p><div class=\"page\" title=\"Page 262\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1&nbsp;minute<br \/> <strong>Range:<\/strong> 300 feet<br \/> <strong>Components:<\/strong> V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) Duration: 24 hours<\/p><p>You conjure an extradimensional dwelling in range&nbsp;that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly&nbsp;and is 5 feet wide and 10 feet tall. Vou and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open.Voucanopenorc!osetheportal ifyouarewithin 30 feet of it. While c!osed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is c!ean, fresh, and warm.<\/p><p>You can create any floorplan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furoished and decorated as you choose. lt contains sufficient food to serve a nine- course banquet for up to 100 people. A staff of 100 near-transparent servants attends all&nbsp;who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food,&nbsp;pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.<\/p><\/div><\/div><\/div><p><br \/><br \/><b>Reference:<\/b><\/p>","reference":"PhB"},{"id":22099,"name":"Mordenkainen's Private Sanctum","school":"Abjuration","subschool":"None","spellcraft_dc":"4","level":"Wizard 4, Fighter 19","short_description":"You make an area within range magically secure. ","full_text":"<h2>Mordenkainen's Private Sanctum<\/h2><p><b>School:<\/b> Abjuration<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 4, Fighter 19<\/p><hr \/><p><b>Spellcraft DC:<\/b> 4<br \/><strong>Casting Time:<\/strong> 10 minutes<\/p><div class=\"page\" title=\"Page 263\"><div class=\"layoutArea\"><div class=\"column\"><p><strong> Range:<\/strong> 120 feet<br \/> <strong>Components:<\/strong> V, S, M(a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) <strong>Duration:<\/strong> 24 hours<\/p><p>You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.<\/p><p>When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:<\/p><ul><li><p>Sound can't pass through the barrier at the edge of the warded area.<\/p><\/li><li><p>The barrier of the warded area appears dark arid foggy, preventing vision (including darkvision) through it.<\/p><\/li><li><p>Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.<\/p><\/li><li><p>Creatures in the area can't be targeted by divination spells.<\/p><\/li><li><p>Nothing can teleport into or out of the warded area.<\/p><\/li><li><p>Planar travel is blocked within the warded area.<\/p><\/li><\/ul><p>&nbsp;<\/p><p>Casting this spell on the same spot every day for a year makes this effect permanent.<\/p><p>At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot Level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.<\/p><\/div><\/div><\/div><p><br \/><br \/><b>Reference:<\/b><\/p>","reference":"PhB"},{"id":22100,"name":"Mordenkainen's Sword","school":"Evocation","subschool":"None","spellcraft_dc":"7","level":"Wizard 7, Bard 7","short_description":"You create a sword-shaped plane of force that hovers within range. It lasts for the duration.","full_text":"<h2>Mordenkainen's Sword<\/h2><p><b>School:<\/b> Evocation<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 7, Bard 7<\/p><hr \/><p><b>Spellcraft DC:<\/b> 7<br \/><strong>Casting Time:<\/strong> 1 action<\/p><p><strong> Range:<\/strong> 60 feet<br \/> <strong>Components:<\/strong> V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)<\/p><p><strong>Duration:<\/strong> Concentration, up to 1 minute<\/p><p>You create a sword-shaped plane of force that hovers within range. It lasts for the duration.<\/p><p>When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.<\/p><p><br \/><br \/><b>Reference:<\/b><\/p>","reference":"PhB"},{"id":22101,"name":"Nystul's Magic Aura","school":"Illusion","subschool":"None","spellcraft_dc":"2","level":"Wizard 2, Rogue 7","short_description":"You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. ","full_text":"<div><h2>Nystul's Magic Aura<\/h2><b>School:<\/b> Illusion<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 2, Rogue 7<br \/><hr \/><b>Spellcraft DC:<\/b> 2<br \/><br \/><div class=\"page\" title=\"Page 264\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1 action<br \/> <strong>Range:<\/strong> Touch<br \/> <strong>Components:<\/strong> V, S, M (a small square of silk)<\/p><p><strong>Duration:<\/strong> 24 hours<\/p><div class=\"page\" title=\"Page 264\"><div class=\"layoutArea\"><div class=\"column\"><p>You place an illusion on a creature or an object&nbsp;you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.<\/p><p>When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.<\/p><p><strong>False Aura.<\/strong> You change the way the target appears to spells and magical effects, such as detect magic,<br \/> that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical. or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.<\/p><p><strong>Mask.<\/strong> You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.<\/p><\/div><\/div><\/div><\/div><\/div><\/div><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22104,"name":"Otiluke's Freezing Sphere","school":"Evocation","subschool":"None","spellcraft_dc":"6","level":"Wizard 6","short_description":"A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. ","full_text":"<div><h2>Otiluke's Freezing Sphere<\/h2><b>School:<\/b> Evocation<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 6<br \/><hr \/><b>Spellcraft DC:<\/b> 6<\/div><div><div class=\"page\" title=\"Page 264\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1&nbsp;action<br \/> <strong>Range:<\/strong> 300 feet<br \/> <strong>Components:&nbsp;<\/strong>V, S, M (a small crystal sphere)<\/p><p><strong>Duration:<\/strong> Instantaneous<\/p><\/div><\/div><\/div><\/div><div><div class=\"page\" title=\"Page 264\"><div class=\"layoutArea\"><div class=\"column\"><p>A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the&nbsp;area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.<\/p><p>If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC&nbsp;to break free.<\/p><p>You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of&nbsp;a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to&nbsp;can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters&nbsp;on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.<\/p><p><strong>At Higher Levels.<\/strong> When you cast this spell using a spell slot of 7th level or higher. the damage increases by 1c16 for each slot level above 6th.<\/p><\/div><\/div><\/div><br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22105,"name":"Otiluke's Resilient Sphere","school":"Evocation","subschool":"None","spellcraft_dc":"4","level":"Wizard 4, Fighter  (Eldritch Knight)","short_description":"A sphere of shimmering force encloses a creature or object of Large size or smaller within range. ","full_text":"<h2>Otiluke's Resilient Sphere<\/h2><p><b>School:<\/b> Evocation<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 4, Fighter 19 (Eldritch Knight)<\/p><hr \/><p><b>Spellcraft DC:<\/b> 4<br \/><br \/><\/p><div class=\"page\" title=\"Page 265\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1 action<br \/> <strong>Range:<\/strong> 30 feet<br \/> <strong>Components:<\/strong> V, S. M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)<\/p><p><strong> Duration:<\/strong> Concentration, up to 1 minute<\/p><p>A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.<\/p><p>Nothing&mdash;not physical objects, energy, or other spell effects&mdash;can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.<\/p><p>The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.<\/p><p>A disintegrate spell targeting the globe destroys it without harming anything inside it.<\/p><\/div><\/div><\/div><p><br \/><br \/><b>Reference:<\/b><\/p>","reference":"PhB"},{"id":22106,"name":"Otto's Irresistible Dance","school":"Enchantment","subschool":"None","spellcraft_dc":"6","level":"Wizard 6, Bard 6","short_description":"Target creature begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.","full_text":"<div><h2>Otto's Irresistible Dance<\/h2><b>School:<\/b> Enchantment<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Wizard 6, Bard 6<br \/><hr \/><b>Spellcraft DC:<\/b> 6<br \/><br \/><div class=\"page\" title=\"Page 265\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1 action<br \/> <strong>Range:<\/strong> 30 feet<br \/> <strong>Components:<\/strong> V<br \/> <strong>Duration:<\/strong> Concentration, up to 1 minute<\/p><p>Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.<\/p><p>A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.<\/p><\/div><\/div><\/div><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22107,"name":"Rary's Telepathic Bond","school":"Divination","subschool":"ritual","spellcraft_dc":"5","level":"Wizard 5","short_description":"You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. ","full_text":"<h2>Rary's Telepathic Bond<\/h2><p><b>School:<\/b> Divination<br \/><b>Subschool:<\/b> ritual<br \/><b>Level:<\/b> Wizard 5<\/p><hr \/><p><b>Spellcraft DC:<\/b> 5<br \/><br \/><\/p><div class=\"page\" title=\"Page 271\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1 action<br \/> <strong>Range:<\/strong> 30 feet<br \/> <strong>Components:<\/strong> V, S, M (pieces of eggshell from two different kinds of creatures)<\/p><p><strong>Duration:<\/strong> 1 hour<\/p><p>You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.<\/p><div class=\"page\" title=\"Page 272\"><div class=\"layoutArea\"><div class=\"column\"><p>Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.<\/p><\/div><\/div><\/div><\/div><\/div><\/div><p><br \/><br \/><b>Reference:<\/b><\/p>","reference":"PhB"},{"id":22109,"name":"Tasha's Hideous Laughter","school":"Enchantment","subschool":"None","spellcraft_dc":"1","level":"Bard 1, Warlock 1 (Great Old One), Wizard 1, Rogue 3 (Arcane Trickster)","short_description":"A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. ","full_text":"<div><h2>Tasha's Hideous Laughter<\/h2><b>School:<\/b> Enchantment<br \/><b>Subschool:<\/b> None<br \/><b>Level:<\/b> Bard 1, Warlock 1 (Great Old One), Wizard 1, Rogue 3 (Arcane Trickster)<br \/><hr \/><b>Spellcraft DC:<\/b> 1<br \/><br \/><div class=\"page\" title=\"Page 281\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1 action<br \/> <strong>Range:<\/strong> 30 feet<br \/> <strong>Components:<\/strong> V, S, M (tiny tarts and a feather that is waved in the air)<\/p><p><strong> Duration:<\/strong> Concentration, up to 1 minute<\/p><p>A creature of your choice that you can see within range perceives everything as hilariously funny and falls&nbsp;into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.<\/p><p>At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.<\/p><\/div><\/div><\/div><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":22110,"name":"Tenser's Floating Disk","school":"Conjuration","subschool":"ritual","spellcraft_dc":"1","level":"Wizard 1","short_description":"This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. ","full_text":"<div><h2>Tenser's Floating Disk<\/h2><b>School:<\/b> Conjuration<br \/><b>Subschool:<\/b> ritual<br \/><b>Level:<\/b> Wizard 1<br \/><hr \/><b>Spellcraft DC:<\/b> 1<br \/><div class=\"page\" title=\"Page 283\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Casting Time:<\/strong> 1 action<br \/> <strong>Range:<\/strong> 30 feet<br \/> <strong>Components:<\/strong> V, S, M (a drop of mercury) Duration: 1 hour<\/p><p>This spell creates a circular, horizontal plane of force,&nbsp;3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.<\/p><p>The disk is immobile while you are within 20 feet of&nbsp;it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example. the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.<\/p><p>If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.<\/p><\/div><\/div><\/div><br \/><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"}],[],[{"id":11131,"name":"Shield","full_text":"<div><h2>Shield<\/h2><p>&nbsp;<\/p><p>A shield is made &nbsp;from wood or metal and is carried in one hand. Wielding a shield increases yourArmor Class by 2. You can benefit only from one shield at a time.<\/p><p><b>Family:<\/b> Armor and Shields<br \/><b>Category:<\/b> Armor<br \/><b>Subcategory:<\/b> Shields<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Armor and Shields","category":"Armor","subcategory":"Shields","cost":"10 gp","dmg_s":"","armor_shield_bonus":"+2","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11132,"name":"Morningstar","full_text":"<div><h2>Morningstar<\/h2><p><b>Family:<\/b> Weapons<br \/><b>Category:<\/b> Martial Weapons<br \/><b>Subcategory:<\/b> One-Handed Melee Weapons<br \/><b>Type:<\/b> Piercing<\/p><hr \/><p><i>Damage medium:<\/i> 1d8<\/p><hr \/><p><b>Cost:<\/b> 15 gp<br \/><b>Weight:<\/b> 4 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Weapons","category":"Martial Weapons","subcategory":"One-Handed Melee Weapons","cost":"15 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"1d8","weight":"4 lb","critical":"","armor_check_penalty":"","type":"Piercing","reference":"Usergen"},{"id":11133,"name":"Alchemist's supplies","full_text":"<div><h2>Alchemist's supplies<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 50 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11134,"name":"Calligrapher's supplies","full_text":"<div><h2>Calligrapher's supplies<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<\/p><p><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11135,"name":"Carpenter's tools","full_text":"<div><h2>Carpenter's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 8 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"8 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11136,"name":"Cartographer's tools","full_text":"<div><h2>Cartographer's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 15 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"15 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11137,"name":"Cobbler's tools","full_text":"<div><h2>Cobbler's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 5 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"5 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11138,"name":"Cook's utensils","full_text":"<div><h2>Cook's utensils<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11139,"name":"Glassblower's tools","full_text":"<div><h2>Glassblower's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11140,"name":"Jeweler's tools","full_text":"<div><h2>Jeweler's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11141,"name":"Leatherworker's tools","full_text":"<div><h2>Leatherworker's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 5 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"5 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11142,"name":"Mason's tools","full_text":"<div><h2>Mason's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11143,"name":"Painter's supplies","full_text":"<div><h2>Painter's supplies<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11144,"name":"Potter's tools","full_text":"<div><h2>Potter's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 3 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"3 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11145,"name":"Smith's tools","full_text":"<div><h2>Smith's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 20 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"20 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11146,"name":"Tinker's tools","full_text":"<div><h2>Tinker's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 50 gp<br \/><b>Weight:<\/b> 10 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"10 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11147,"name":"Weaver's tools","full_text":"<div><h2>Weaver's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11148,"name":"Woodcarver's tools","full_text":"<div><h2>Woodcarver's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11149,"name":"Disguise kit","full_text":"<div><h2>Disguise kit<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.<\/p><\/div><\/div><\/div><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 3 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"3 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11150,"name":"Dice set","full_text":"<div><h2>Dice set<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>Gaming Set. This item encompasses a wide range<br \/> of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><\/div><\/div><\/div><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 sp<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11151,"name":"Dragonchess set","full_text":"<div><h2>Dragonchess set<\/h2><p>Gaming Set. This item encompasses a wide range<br \/>of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Weight:<\/b> 1\/2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1\/2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11152,"name":"Playing card set","full_text":"<div><h2>Playing card set<\/h2><p>Gaming Set. This item encompasses a wide range<br \/>of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11153,"name":"Three-Dragon Ante set","full_text":"<div><h2>Three-Dragon Ante set<\/h2><p>Gaming Set. This item encompasses a wide range<br \/>of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11154,"name":"Thieves' tools","full_text":"<h2>Thieves' tools<\/h2><p>This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11155,"name":"Bagpipes","full_text":"<h2>Bagpipes<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b> <\/p>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11156,"name":"Drum","full_text":"<h2>Drum<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 6 gp<br \/><b>Weight:<\/b> 3 lb<br \/><b>Reference:<\/b> <\/p>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"6 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"3 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11157,"name":"Dulcimer","full_text":"<div><h2>Dulcimer<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 10 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"10 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11158,"name":"Flute","full_text":"<div><h2>Flute<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b>&nbsp;2 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"35 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11159,"name":"Lute","full_text":"<div><h2>Lute<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 35 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"35 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11160,"name":"Lyre","full_text":"<div><h2>Lyre<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11161,"name":"Horn","full_text":"<div><h2>Horn<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 3 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"3 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11162,"name":"Pan Flute","full_text":"<div><h2>Pan Flute<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 12 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"12 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11163,"name":"Shawm","full_text":"<div><h2>Shawm<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 2 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"2 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11164,"name":"Viol","full_text":"<div><h2>Viol<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11165,"name":"Donkey","full_text":"<div><h2>Donkey<\/h2><p><b>Carrying capacity: <\/b>420 lb<\/p><p><b>Speed: <\/b>40 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 8 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"8 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11166,"name":"Mule","full_text":"<div><h2>Mule<\/h2><p><b>Carrying capacity: <\/b>420 lb<\/p><p><b>Speed: <\/b>40 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 8 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"8 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11167,"name":"Horse (draft)","full_text":"<div><h2>Horse (draft)<\/h2><p><b>Carrying capacity:&nbsp;<\/b>540 lb<\/p><p><b>Speed: <\/b>40 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 50 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11168,"name":"Horse (riding)","full_text":"<div><h2>Horse (riding)<\/h2><p><b>Carrying capacity:&nbsp;<\/b>480 lb<\/p><p><b>Speed: <\/b>60 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 75 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"75 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11169,"name":"Bit and bridle","full_text":"<div><h2>Bit and bridle<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 2 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"2 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11170,"name":"Carriage","full_text":"<div><h2>Carriage<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 100 gp<br \/><b>Weight:<\/b> 600 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"100 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"600 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11171,"name":"Cart","full_text":"<div><h2>Cart<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 15 gp<br \/><b>Weight:<\/b> 200 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"15 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"200 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11172,"name":"Chariot","full_text":"<div><h2>Chariot<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 250 gp<br \/><b>Weight:<\/b> 100 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"250 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"100 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11173,"name":"Feed (per day)","full_text":"<div><h2>Feed (per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 5 cp<br \/><b>Weight:<\/b> 10 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"5 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"10 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11174,"name":"Saddle (Exotic)","full_text":"<div><h2>Saddle (Exotic)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 60 gp<br \/><b>Weight:<\/b> 40 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"60 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"40 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11175,"name":"Saddle (Military)","full_text":"<div><h2>Saddle (Military)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 20 gp<br \/><b>Weight:<\/b> 30 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"20 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"30 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11176,"name":"Saddle (Pack)","full_text":"<div><h2>Saddle (Pack)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 5 gp<br \/><b>Weight:<\/b> 15 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"5 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"15 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11177,"name":"Saddle (Riding)","full_text":"<div><h2>Saddle (Riding)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 25 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"25 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11178,"name":"Saddlebags","full_text":"<div><h2>Saddlebags<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 4 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"4 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11179,"name":"Sled","full_text":"<div><h2>Sled<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 20 gp<br \/><b>Weight:<\/b> 300 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"20 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"300 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11180,"name":"Stabling (per day)","full_text":"<div><h2>Stabling (per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11181,"name":"Wagon","full_text":"<div><h2>Wagon<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 35 gp<br \/><b>Weight:<\/b> 400 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"35 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"400 lb","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11182,"name":"Galley","full_text":"<div><h2>Galley<\/h2><p><b>Speed:&nbsp;<\/b>4 mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 30000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"30000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11183,"name":"Keelboat","full_text":"<div><h2>Keelboat<\/h2><p><b>Speed: <\/b>1&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 3000 gp<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"3000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11184,"name":"Longship","full_text":"<div><h2>Longship<\/h2><p><b>Speed:&nbsp;<\/b>3&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 10000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"10000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11185,"name":"Rowboat","full_text":"<div><h2>Rowboat<\/h2><p><b>Speed:&nbsp;<\/b>1 1\/2&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 50 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11186,"name":"Sailing ship","full_text":"<div><h2>Sailing ship<\/h2><p><b>Speed:&nbsp;<\/b>2 mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 10000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"10000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11187,"name":"Warship","full_text":"<div><h2>Warship<\/h2><p><b>Speed: <\/b>2 1\/2&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 25000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"25000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11188,"name":"Lifestyle Expenses (Wretched)","full_text":"<div><h2>Lifestyle Expenses (Wretched)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 0<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"0","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11189,"name":"Lifestyle Expenses (Squalid)","full_text":"<div><h2>Lifestyle Expenses (Squalid)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"1 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11190,"name":"Lifestyle Expenses (Poor)","full_text":"<div><h2>Lifestyle Expenses (Poor)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"2 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11191,"name":"Lifestyle Expenses (Modest)","full_text":"<div><h2>Lifestyle Expenses (Modest)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"1 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11192,"name":"Lifestyle Expenses (Comfortable)","full_text":"<div><h2>Lifestyle Expenses (Comfortable)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"2 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11193,"name":"Lifestyle Expenses (Wealthy)","full_text":"<div><h2>Lifestyle Expenses (Wealthy)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 4 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"4 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11194,"name":"Lifestyle Expenses (Aristocratic)","full_text":"<div><h2>Lifestyle Expenses (Aristocratic)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 10 gp per day minimum<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"10 gp per day minimum","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11195,"name":"Ale (gallon)","full_text":"<div><h2>Ale (gallon)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11196,"name":"Ale (mug)","full_text":"<div><h2>Ale (mug)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 4 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"4 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11197,"name":"Banquet (per person)","full_text":"<div><h2>Banquet (per person)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 10 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11198,"name":"Bread (loaf)","full_text":"<div><h2>Bread (loaf)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11199,"name":"Cheese (hunk)","full_text":"<div><h2>Cheese (hunk)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"1 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11200,"name":"Inn stay (Squalid, per day)","full_text":"<div><h2>Inn stay (Squalid, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 7 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"7 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11201,"name":"Inn stay (Poor, per day)","full_text":"<div><h2>Inn stay (Poor, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"1 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11202,"name":"Inn stay (Modest, per day)","full_text":"<div><h2>Inn stay (Modest, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11203,"name":"Inn stay (Comfortable, per day)","full_text":"<div><h2>Inn stay (Comfortable, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 8 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"8 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11204,"name":"Inn stay (Wealthy, per day)","full_text":"<div><h2>Inn stay (Wealthy, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 gp <br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"2 gp  ","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11205,"name":"Inn stay (Aristocratic, per day)","full_text":"<div><h2>Inn stay (Aristocratic, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 4 gp <br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"4 gp ","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11206,"name":"Meals (Squalid, per day)","full_text":"<div><h2>Meals (Squalid, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 3 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"3 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11207,"name":"Meals (Poor, per day)","full_text":"<div><h2>Meals (Poor, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 6 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"6 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11208,"name":"Meals (Modest, per day)","full_text":"<div><h2>Meals (Modest, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 3 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"3 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11209,"name":"Meals (Comfortable, per day)","full_text":"<div><h2>Meals (Comfortable, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11210,"name":"Meals (Wealthy, per day)","full_text":"<div><h2>Meals (Wealthy, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 8 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"8 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11211,"name":"Meals (Aristocratic, per day)","full_text":"<div><h2>Meals (Aristocratic, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11212,"name":"Meat (chunk)","full_text":"<div><h2>Meat (chunk)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 3 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"3 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11213,"name":"Wine (common, pitcher)","full_text":"<div><h2>Wine (common, pitcher)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11214,"name":"Wine (fine, bottle)","full_text":"<div><h2>Wine (fine, bottle)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 10 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11215,"name":"Coach cab (between towns)","full_text":"<div><h2>Coach cab (between towns)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 3 cp per mile<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"3 cp per mile","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11216,"name":"Coach cab (within a city)","full_text":"<div><h2>Coach cab (within a city)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 1 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"1 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11217,"name":"Hireling (skilled)","full_text":"<div><h2>Hireling (skilled)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 2 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"2 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11218,"name":"Hireling (untrained)","full_text":"<div><h2>Hireling (untrained)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 2 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"2 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11219,"name":"Messenger","full_text":"<div><h2>Messenger<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 2 cp per mile<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"2 cp per mile","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11220,"name":"Road or gate toll","full_text":"<div><h2>Road or gate toll<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 1 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"1 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"Usergen"},{"id":11221,"name":"Ship's passage","full_text":"<div><h2>Ship's passage<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 1 sp per mile<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"1 sp per mile","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11131,"name":"Shield","full_text":"<div><h2>Shield<\/h2><p>&nbsp;<\/p><p>A shield is made &nbsp;from wood or metal and is carried in one hand. Wielding a shield increases yourArmor Class by 2. You can benefit only from one shield at a time.<\/p><p><b>Family:<\/b> Armor and Shields<br \/><b>Category:<\/b> Armor<br \/><b>Subcategory:<\/b> Shields<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Armor and Shields","category":"Armor","subcategory":"Shields","cost":"10 gp","dmg_s":"","armor_shield_bonus":"+2","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11132,"name":"Morningstar","full_text":"<div><h2>Morningstar<\/h2><p><b>Family:<\/b> Weapons<br \/><b>Category:<\/b> Martial Weapons<br \/><b>Subcategory:<\/b> One-Handed Melee Weapons<br \/><b>Type:<\/b> Piercing<\/p><hr \/><p><i>Damage medium:<\/i> 1d8<\/p><hr \/><p><b>Cost:<\/b> 15 gp<br \/><b>Weight:<\/b> 4 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Weapons","category":"Martial Weapons","subcategory":"One-Handed Melee Weapons","cost":"15 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"1d8","weight":"4 lb","critical":"","armor_check_penalty":"","type":"Piercing","reference":"PhB"},{"id":11133,"name":"Alchemist's supplies","full_text":"<div><h2>Alchemist's supplies<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 50 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11134,"name":"Calligrapher's supplies","full_text":"<div><h2>Calligrapher's supplies<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<\/p><p><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11135,"name":"Carpenter's tools","full_text":"<div><h2>Carpenter's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 8 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"8 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11136,"name":"Cartographer's tools","full_text":"<div><h2>Cartographer's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 15 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"15 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11137,"name":"Cobbler's tools","full_text":"<div><h2>Cobbler's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 5 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"5 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11138,"name":"Cook's utensils","full_text":"<div><h2>Cook's utensils<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11139,"name":"Glassblower's tools","full_text":"<div><h2>Glassblower's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11140,"name":"Jeweler's tools","full_text":"<div><h2>Jeweler's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11141,"name":"Leatherworker's tools","full_text":"<div><h2>Leatherworker's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 5 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"5 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11142,"name":"Mason's tools","full_text":"<div><h2>Mason's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11143,"name":"Painter's supplies","full_text":"<div><h2>Painter's supplies<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11144,"name":"Potter's tools","full_text":"<div><h2>Potter's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 3 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"3 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11145,"name":"Smith's tools","full_text":"<div><h2>Smith's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 20 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"20 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11146,"name":"Tinker's tools","full_text":"<div><h2>Tinker's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 50 gp<br \/><b>Weight:<\/b> 10 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"10 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11147,"name":"Weaver's tools","full_text":"<div><h2>Weaver's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11148,"name":"Woodcarver's tools","full_text":"<div><h2>Woodcarver's tools<\/h2><p>These special tools include the items needed to pursue this single craft or trade. Proficiency with this set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools. Each type of artisan's tools requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Weight:<\/b> 5 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"5 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11149,"name":"Disguise kit","full_text":"<div><h2>Disguise kit<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.<\/p><\/div><\/div><\/div><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b>&nbsp;Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 3 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"3 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11150,"name":"Dice set","full_text":"<div><h2>Dice set<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>Gaming Set. This item encompasses a wide range<br \/> of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><\/div><\/div><\/div><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 sp<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11151,"name":"Dragonchess set","full_text":"<div><h2>Dragonchess set<\/h2><p>Gaming Set. This item encompasses a wide range<br \/>of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Weight:<\/b> 1\/2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1\/2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11152,"name":"Playing card set","full_text":"<div><h2>Playing card set<\/h2><p>Gaming Set. This item encompasses a wide range<br \/>of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11153,"name":"Three-Dragon Ante set","full_text":"<div><h2>Three-Dragon Ante set<\/h2><p>Gaming Set. This item encompasses a wide range<br \/>of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 1 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"1 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11154,"name":"Thieves' tools","full_text":"<h2>Thieves' tools<\/h2><p>This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11155,"name":"Bagpipes","full_text":"<h2>Bagpipes<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 6 lb<br \/><b>Reference:<\/b> <\/p>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"6 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11156,"name":"Drum","full_text":"<h2>Drum<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 6 gp<br \/><b>Weight:<\/b> 3 lb<br \/><b>Reference:<\/b> <\/p>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"6 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"3 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11157,"name":"Dulcimer","full_text":"<div><h2>Dulcimer<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 25 gp<br \/><b>Weight:<\/b> 10 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"25 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"10 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11158,"name":"Flute","full_text":"<div><h2>Flute<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b>&nbsp;2 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"35 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11159,"name":"Lute","full_text":"<div><h2>Lute<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 35 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"35 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11160,"name":"Lyre","full_text":"<div><h2>Lyre<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11161,"name":"Horn","full_text":"<div><h2>Horn<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 3 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"3 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11162,"name":"Pan Flute","full_text":"<div><h2>Pan Flute<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 12 gp<br \/><b>Weight:<\/b> 2 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"12 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"2 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11163,"name":"Shawm","full_text":"<div><h2>Shawm<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 2 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"2 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11164,"name":"Viol","full_text":"<div><h2>Viol<\/h2><div class=\"page\" title=\"Page 155\"><div class=\"layoutArea\"><div class=\"column\"><p>If you have proficiency with a given musical instrument, you can add your proficiency bonus to&nbsp;any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10 of the PH. Each type of musical instrument requires a separate proficiency.<\/p><\/div><\/div><\/div><p>&nbsp;<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Tools and Skill Kits<br \/><b>Cost:<\/b> 30 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Tools and Skill Kits","cost":"30 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11165,"name":"Donkey","full_text":"<div><h2>Donkey<\/h2><p><b>Carrying capacity: <\/b>420 lb<\/p><p><b>Speed: <\/b>40 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 8 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"8 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11166,"name":"Mule","full_text":"<div><h2>Mule<\/h2><p><b>Carrying capacity: <\/b>420 lb<\/p><p><b>Speed: <\/b>40 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 8 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"8 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11167,"name":"Horse (draft)","full_text":"<div><h2>Horse (draft)<\/h2><p><b>Carrying capacity:&nbsp;<\/b>540 lb<\/p><p><b>Speed: <\/b>40 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 50 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11168,"name":"Horse (riding)","full_text":"<div><h2>Horse (riding)<\/h2><p><b>Carrying capacity:&nbsp;<\/b>480 lb<\/p><p><b>Speed: <\/b>60 ft<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 75 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"75 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11169,"name":"Bit and bridle","full_text":"<div><h2>Bit and bridle<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 2 gp<br \/><b>Weight:<\/b> 1 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"2 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"1 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11170,"name":"Carriage","full_text":"<div><h2>Carriage<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 100 gp<br \/><b>Weight:<\/b> 600 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"100 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"600 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11171,"name":"Cart","full_text":"<div><h2>Cart<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 15 gp<br \/><b>Weight:<\/b> 200 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"15 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"200 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11172,"name":"Chariot","full_text":"<div><h2>Chariot<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 250 gp<br \/><b>Weight:<\/b> 100 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"250 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"100 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11173,"name":"Feed (per day)","full_text":"<div><h2>Feed (per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 5 cp<br \/><b>Weight:<\/b> 10 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"5 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"10 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11174,"name":"Saddle (Exotic)","full_text":"<div><h2>Saddle (Exotic)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 60 gp<br \/><b>Weight:<\/b> 40 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"60 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"40 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11175,"name":"Saddle (Military)","full_text":"<div><h2>Saddle (Military)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 20 gp<br \/><b>Weight:<\/b> 30 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"20 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"30 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11176,"name":"Saddle (Pack)","full_text":"<div><h2>Saddle (Pack)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 5 gp<br \/><b>Weight:<\/b> 15 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"5 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"15 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11177,"name":"Saddle (Riding)","full_text":"<div><h2>Saddle (Riding)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 10 gp<br \/><b>Weight:<\/b> 25 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"25 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11178,"name":"Saddlebags","full_text":"<div><h2>Saddlebags<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 4 gp<br \/><b>Weight:<\/b> 8 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"4 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"8 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11179,"name":"Sled","full_text":"<div><h2>Sled<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 20 gp<br \/><b>Weight:<\/b> 300 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"20 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"300 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11180,"name":"Stabling (per day)","full_text":"<div><h2>Stabling (per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11181,"name":"Wagon","full_text":"<div><h2>Wagon<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Mounts and Related Gear<br \/><b>Cost:<\/b> 35 gp<br \/><b>Weight:<\/b> 400 lb<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Mounts and Related Gear","cost":"35 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"400 lb","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11182,"name":"Galley","full_text":"<div><h2>Galley<\/h2><p><b>Speed:&nbsp;<\/b>4 mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 30000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"30000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11183,"name":"Keelboat","full_text":"<div><h2>Keelboat<\/h2><p><b>Speed: <\/b>1&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 3000 gp<br \/><b>Reference:<\/b><\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"3000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11184,"name":"Longship","full_text":"<div><h2>Longship<\/h2><p><b>Speed:&nbsp;<\/b>3&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 10000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"10000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11185,"name":"Rowboat","full_text":"<div><h2>Rowboat<\/h2><p><b>Speed:&nbsp;<\/b>1 1\/2&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 50 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"50 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11186,"name":"Sailing ship","full_text":"<div><h2>Sailing ship<\/h2><p><b>Speed:&nbsp;<\/b>2 mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 10000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"10000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11187,"name":"Warship","full_text":"<div><h2>Warship<\/h2><p><b>Speed: <\/b>2 1\/2&nbsp;mph<\/p><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 25000 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Transport","cost":"25000 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11188,"name":"Lifestyle Expenses (Wretched)","full_text":"<div><h2>Lifestyle Expenses (Wretched)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 0<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"0","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11189,"name":"Lifestyle Expenses (Squalid)","full_text":"<div><h2>Lifestyle Expenses (Squalid)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"1 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11190,"name":"Lifestyle Expenses (Poor)","full_text":"<div><h2>Lifestyle Expenses (Poor)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"2 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11191,"name":"Lifestyle Expenses (Modest)","full_text":"<div><h2>Lifestyle Expenses (Modest)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"1 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11192,"name":"Lifestyle Expenses (Comfortable)","full_text":"<div><h2>Lifestyle Expenses (Comfortable)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"2 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11193,"name":"Lifestyle Expenses (Wealthy)","full_text":"<div><h2>Lifestyle Expenses (Wealthy)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 4 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"4 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11194,"name":"Lifestyle Expenses (Aristocratic)","full_text":"<div><h2>Lifestyle Expenses (Aristocratic)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 10 gp per day minimum<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"10 gp per day minimum","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11195,"name":"Ale (gallon)","full_text":"<div><h2>Ale (gallon)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11196,"name":"Ale (mug)","full_text":"<div><h2>Ale (mug)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 4 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"4 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11197,"name":"Banquet (per person)","full_text":"<div><h2>Banquet (per person)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 10 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11198,"name":"Bread (loaf)","full_text":"<div><h2>Bread (loaf)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11199,"name":"Cheese (hunk)","full_text":"<div><h2>Cheese (hunk)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"1 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11200,"name":"Inn stay (Squalid, per day)","full_text":"<div><h2>Inn stay (Squalid, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 7 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"7 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11201,"name":"Inn stay (Poor, per day)","full_text":"<div><h2>Inn stay (Poor, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 1 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"1 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11202,"name":"Inn stay (Modest, per day)","full_text":"<div><h2>Inn stay (Modest, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11203,"name":"Inn stay (Comfortable, per day)","full_text":"<div><h2>Inn stay (Comfortable, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 8 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"8 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11204,"name":"Inn stay (Wealthy, per day)","full_text":"<div><h2>Inn stay (Wealthy, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 gp <br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"2 gp  ","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11205,"name":"Inn stay (Aristocratic, per day)","full_text":"<div><h2>Inn stay (Aristocratic, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 4 gp <br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Food, Drink, and Lodging","cost":"4 gp ","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11206,"name":"Meals (Squalid, per day)","full_text":"<div><h2>Meals (Squalid, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 3 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"3 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11207,"name":"Meals (Poor, per day)","full_text":"<div><h2>Meals (Poor, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 6 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"6 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11208,"name":"Meals (Modest, per day)","full_text":"<div><h2>Meals (Modest, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 3 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"3 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11209,"name":"Meals (Comfortable, per day)","full_text":"<div><h2>Meals (Comfortable, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 5 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"5 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11210,"name":"Meals (Wealthy, per day)","full_text":"<div><h2>Meals (Wealthy, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 8 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"8 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11211,"name":"Meals (Aristocratic, per day)","full_text":"<div><h2>Meals (Aristocratic, per day)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11212,"name":"Meat (chunk)","full_text":"<div><h2>Meat (chunk)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 3 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"3 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11213,"name":"Wine (common, pitcher)","full_text":"<div><h2>Wine (common, pitcher)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 2 sp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"2 sp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11214,"name":"Wine (fine, bottle)","full_text":"<div><h2>Wine (fine, bottle)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Item<br \/><b>Subcategory:<\/b> Food, Drink, and Lodging<br \/><b>Cost:<\/b> 10 gp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Item","subcategory":"Food, Drink, and Lodging","cost":"10 gp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11215,"name":"Coach cab (between towns)","full_text":"<div><h2>Coach cab (between towns)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 3 cp per mile<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"3 cp per mile","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11216,"name":"Coach cab (within a city)","full_text":"<div><h2>Coach cab (within a city)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 1 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"1 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11217,"name":"Hireling (skilled)","full_text":"<div><h2>Hireling (skilled)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 2 gp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"2 gp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11218,"name":"Hireling (untrained)","full_text":"<div><h2>Hireling (untrained)<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 2 sp per day<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"2 sp per day","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11219,"name":"Messenger","full_text":"<div><h2>Messenger<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 2 cp per mile<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"2 cp per mile","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11220,"name":"Road or gate toll","full_text":"<div><h2>Road or gate toll<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 1 cp<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"1 cp","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"},{"id":11221,"name":"Ship's passage","full_text":"<div><h2>Ship's passage<\/h2><p><b>Family:<\/b> Goods and Services<br \/><b>Category:<\/b> Services<br \/><b>Subcategory:<\/b> Transport<br \/><b>Cost:<\/b> 1 sp per mile<br \/><b>Reference:<\/b> <\/p><\/div>","family":"Goods and Services","category":"Services","subcategory":"Transport","cost":"1 sp per mile","dmg_s":"","armor_shield_bonus":"","maximum_dex_bonus":"","dmg_m":"","weight":"","critical":"","armor_check_penalty":"","type":"None","reference":"PhB"}],[{"id":"2941","name":"Darkvision","type":"Racial Trait","prerequisite":"none","normal":"None","special":"None","benefit":"Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can\u2019t discern color in darkness, only shades of gray.","full_text":"<div><h2>Darkvision [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b>&nbsp;None<\/p><\/div><div><p><b>Benefit:<\/b> Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&rsquo;t discern color in darkness, only shades of gray.<\/p><\/div><div><p><b>Normal:<\/b> None<\/p><\/div><div><p><b>Special:<\/b> None<\/p><\/div><br \/><b>Used Class:<\/b>&nbsp;<a title=\"Dwarves\" href=\"http:\/\/race.com\/dwarves, hill dwarves\" target=\"_blank\">Dwarves<\/a>,&nbsp;<a title=\"Elves\" href=\"http:\/\/race.com\/elves, high elves\" target=\"_blank\">Elves<\/a>,&nbsp;<a title=\"Gnomes\" href=\"http:\/\/race.com\/gnomes, rock gnomes\" target=\"_blank\">Gnomes<\/a>,&nbsp;<a title=\"Half-Elves\" href=\"http:\/\/race.com\/half-elves\" target=\"_blank\">Half-Elves,<\/a>&nbsp;<a title=\"Half-Orcs\" href=\"http:\/\/race.com\/half-orcs\" target=\"_blank\">Half-Orcs<\/a>&nbsp;and <a title=\"Tiefling\" href=\"http:\/\/race.com\/tiefling\" target=\"_blank\">Tiefling.<\/a><\/div><div>&nbsp;<\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><div>&nbsp;<\/div>","reference":"PhB"},{"id":"2960","name":"Dwarven Resilience","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on saving throws against poison, and you have resistance against poison damage.","full_text":"<div><h2>Dwarven Resilience [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p><\/div><br \/><b>Used Class: <\/b><a title=\"Dwarves\" href=\"http:\/\/race.com\/dwarves, hill dwarves\" target=\"_blank\">Dwarves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2961","name":"Dwarven Combat Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with the battleaxe, handaxe. throwing hammer, and warhammer.","full_text":"<div><h2>Dwarven Combat Training [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have proficiency with the battleaxe, handaxe. throwing hammer, and warhammer.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Dwarves\" href=\"http:\/\/race.com\/dwarves, hill dwarves\" target=\"_blank\">Dwarves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2962","name":"Stonecunning","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.","full_text":"<div><h2>Stonecunning [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Dwarves\" href=\"http:\/\/race.com\/dwarves, hill dwarves\" target=\"_blank\">Dwarves<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2963","name":"Dwarven toughness","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.","full_text":"<div><h2>Dwarven toughness [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Hill Dwarves\" href=\"http:\/\/race.com\/dwarves, hill dwarves\" target=\"_blank\">Hill Dwarves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2964","name":"Dwarven Armor Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with light and medium armor.","full_text":"<div><h2>Dwarven Armor Training [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have proficiency with light and medium armor.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Mountain Dwarves\" href=\"http:\/\/race.com\/mountain dwarf\" target=\"_blank\">Mountain Dwarves<\/a><\/div><div>&nbsp;<\/div><div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2965","name":"Keen Senses","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency in the Perception skill.","full_text":"<div><h2>Keen Senses [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have proficiency in the Perception skill.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Elves\" href=\"http:\/\/race.com\/elves, high elves\" target=\"_blank\">Elves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2966","name":"Fey Ancestry","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on saving throws against being charmed, and magic can't put you to sleep.","full_text":"<div><h2>Fey Ancestry [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have advantage on saving throws against being charmed, and magic can't put you to sleep.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Elves\" href=\"http:\/\/race.com\/elves, high elves\" target=\"_blank\">Elves<\/a>,&nbsp;<a title=\"Half-Elves\" href=\"http:\/\/race.com\/half-elves\" target=\"_blank\">Half-Elves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2967","name":"Trance","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is ","full_text":"<div><h2>Trance [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 5&nbsp;hours of sleep.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Elves\" href=\"http:\/\/race.com\/elves, high elves\" target=\"_blank\">Elves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"2969","name":"Cantrip","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.","full_text":"<div><h2>Cantrip [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"High Elves\" href=\"http:\/\/race.com\/elves, high elves\" target=\"_blank\">High Elves<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"2970","name":"Elf Weapon Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with the longsword, shortsword, shortbow, and longbow.","full_text":"<div><h2>Elf Weapon Training [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have proficiency with the longsword, shortsword, shortbow, and longbow.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"High Elves\" href=\"http:\/\/race.com\/elves, high elves\" target=\"_blank\">High Elves<\/a>,&nbsp;<a title=\"Wood Elf\" href=\"http:\/\/race.com\/wood elf\" target=\"_blank\">Wood Elf<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2971","name":"Fleet of Foot","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Your base walking speed increases to 35 feet.","full_text":"<div><h2>Fleet of Foot [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Your base walking speed increases to 35 feet.<\/p><\/div><br \/><b>Used Class: <\/b><a title=\"Wood Elves\" href=\"http:\/\/race.com\/wood elf\" target=\"_blank\">Wood Elves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2972","name":"Mask of the Wild","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.","full_text":"<div><h2>Mask of the Wild [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wood Elves\" href=\"http:\/\/race.com\/wood elf\" target=\"_blank\">Wood Elves<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2973","name":"Superior Darkvision","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Your darkvision has a radius of 120 feet.","full_text":"<div><h2>Superior Darkvision [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Your darkvision has a radius of 120 feet.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Dark Elves (Drow)\" href=\"http:\/\/race.com\/elf (dark\/drow)\" target=\"_blank\">Dark Elves (Drow)<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2974","name":"Sunlight Sensitivity","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.","full_text":"<div><h2>Sunlight Sensitivity [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Dark Elves (Drow)\" href=\"http:\/\/race.com\/elf (dark\/drow)\" target=\"_blank\">Dark Elves (Drow)<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2975","name":"Drow Magic","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You know the dancing lights cantrip. When you reach 3rd level, you can cast the Merle fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.","full_text":"<div><h2>Drow Magic [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You know the dancing lights cantrip. When you reach 3rd level, you can cast the Merle fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Dark Elves (Drow)\" href=\"http:\/\/race.com\/elf (dark\/drow)\" target=\"_blank\">Dark Elves (Drow)<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2976","name":"Drow Weapon Training","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with rapiers, shortswords, and hand crossbows.","full_text":"<div><h2>Drow Weapon Training [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have proficiency with rapiers, shortswords, and hand crossbows.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Dark Elves (Drow)\" href=\"http:\/\/race.com\/elf (dark\/drow)\" target=\"_blank\">Dark Elves (Drow)<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2977","name":"Lucky","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.","full_text":"<div><h2>Lucky [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.<\/p><\/div><\/div><div><br \/><b>Used Class:<\/b> <a title=\"Halfling\" href=\"http:\/\/race.com\/halflings, lightfoot\" target=\"_blank\">Halfling<\/a><\/div><div>&nbsp;<\/div><div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2978","name":"Brave","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on saving throws against being frightened.","full_text":"<div><h2>Brave [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have advantage on saving throws against being frightened.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Halfling\" href=\"http:\/\/race.com\/halflings, lightfoot\" target=\"_blank\">Halfling<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"2979","name":"Milling Nimbleness","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can move through the space of any creature that is of a size larger than yours.","full_text":"<div><h2>Milling Nimbleness [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You can move through the space of any creature that is of a size larger than yours.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Halfling\" href=\"http:\/\/race.com\/halflings, lightfoot\" target=\"_blank\">Halfling<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2980","name":"Naturally Stealthy","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.","full_text":"<div><h2>Naturally Stealthy [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Lightfoot\" href=\"http:\/\/race.com\/halflings, lightfoot\" target=\"_blank\">Lightfoot<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2981","name":"Stout Resilience","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on saving throws against poison, and you have resistance against poison damage.","full_text":"<div><h2>Stout Resilience [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Stout Halfling\" href=\"http:\/\/race.com\/stout halfling\" target=\"_blank\">Stout Halfling<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2982","name":"Draconic Ancestry","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.","full_text":"<div><h2>Draconic Ancestry [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.<\/p><\/div><br \/><b>Used Class:<a title=\"Dragonborn\" href=\"http:\/\/race.com\/dragonborn\" target=\"_blank\">Dragonborn<\/a><\/b><\/div><div>&nbsp;<\/div><div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2983","name":"Breath Weapon","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You can use your action to exhale destructive energy. Your draconic ancestrydetermines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6","full_text":"<div><h2>Breath Weapon [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You can use your action to exhale destructive energy. Your draconic ancestrydetermines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Dragonborn\" href=\"http:\/\/race.com\/dragonborn\" target=\"_blank\">Dragonborn<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"2984","name":"Damage Resistance","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have resistance to the damage type associated with your draconic ancestry.","full_text":"<div><h2>Damage Resistance [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have resistance to the damage type associated with your draconic ancestry.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Dragonborn\" href=\"http:\/\/race.com\/dragonborn\" target=\"_blank\">Dragonborn<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"2985","name":"Gnome Cunning","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.","full_text":"<div><h2>Gnome Cunning [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Gnomes\" href=\"http:\/\/race.com\/gnomes, rock gnomes\" target=\"_blank\">Gnomes<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2986","name":"Natural Illusionist","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You know the minor illusion cantrip. lntelligence is your spellcasting ability for it.","full_text":"<div><h2>Natural Illusionist [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You know the minor illusion cantrip. lntelligence is your spellcasting ability for it.<\/p><\/div><br \/><b>Used Class: <\/b><a title=\"Forest Gnome\" href=\"http:\/\/race.com\/forest gnome\" target=\"_blank\">Forest Gnome<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2987","name":"Speak with Small Beasts","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.","full_text":"<div><h2>Speak with Small Beasts [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Forest Gnome\" href=\"http:\/\/race.com\/forest gnome\" target=\"_blank\">Forest Gnome<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2988","name":"Artificer's Lore","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.","full_text":"<div><h2>Artificer's Lore [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rock Gnome\" href=\"http:\/\/race.com\/gnomes, rock gnomes\" target=\"_blank\">Rock Gnome<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"2989","name":"Tinker","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, I hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the followin","full_text":"<div><h2>Tinker [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, I hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:<\/p><p>Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.<\/p><p>Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.<\/p><p>Music Box. When opened. this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rock Gnome\" href=\"http:\/\/race.com\/gnomes, rock gnomes\" target=\"_blank\">Rock Gnome<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"2990","name":"Skill Versatility","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You gain proficiency in two skills of your choice.","full_text":"<div><h2>Skill Versatility [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You gain proficiency in two skills of your choice.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Half-Elves\" href=\"http:\/\/race.com\/half-elves\" target=\"_blank\">Half-Elves<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2991","name":"Menacing","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You gain proficiency in the Intimidation skill.","full_text":"<div><h2>Menacing [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You gain proficiency in the Intimidation skill.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Half-Orc\" href=\"http:\/\/race.com\/half-orcs\" target=\"_blank\">Half-Orc<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"2992","name":"Relentless Endurance","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.","full_text":"<div><h2>Relentless Endurance [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Half-Orc\" href=\"http:\/\/race.com\/half-orcs\" target=\"_blank\">Half-Orc<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2993","name":"Savage Attacks","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.","full_text":"<div><h2>Savage Attacks [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Half-Orc\" href=\"http:\/\/race.com\/half-orcs\" target=\"_blank\">Half-Orc<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2994","name":"Hellish Resistance","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You have resistance to fire damage.","full_text":"<div><h2>Hellish Resistance [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have resistance to fire damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Tiefling\" href=\"http:\/\/race.com\/tiefling\" target=\"_blank\">Tiefling<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2995","name":"Infernal Legacy","type":"Racial Trait","prerequisite":"","normal":"","special":"","benefit":"You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.","full_text":"<div><h2>Infernal Legacy [Racial Trait]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Tiefling\" href=\"http:\/\/race.com\/tiefling\" target=\"_blank\">Tiefling<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2996","name":"Shelter of the Faithfull","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pant","full_text":"<div><h2>Shelter of the Faithfull [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon. and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance. provided the assistance you ask for is not hazard<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Acolyte\" href=\"http:\/\/class.com\/acolyte\" target=\"_blank\">Acolyte<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2997","name":"False Identity","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.","full_text":"<div><h2>False Identity [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Charlatan\" href=\"http:\/\/class.com\/charlatan\" target=\"_blank\">Charlatan<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"2998","name":"Criminal Contact","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.","full_text":"<div><h2>Criminal Contact [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Criminal\" href=\"http:\/\/class.com\/criminal\" target=\"_blank\">Criminal<\/a>,&nbsp;<a title=\"Spy\" href=\"http:\/\/class.com\/spy\" target=\"_blank\">Spy<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"2999","name":"By Popular Demand","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Using your By Popular Demand fea","full_text":"<div><h2>By Popular Demand [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Using your By Popular Demand feature as a Gladiator, you can find a place to perform in any place that features combat for entertainment&mdash;perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Entertainer\" href=\"http:\/\/class.com\/entertainer\" target=\"_blank\">Entertainer<\/a>,&nbsp;<a title=\"Gladiator\" href=\"http:\/\/class.com\/gladiator\" target=\"_blank\">Gladiator<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3000","name":"Rustic Hospitality","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.","full_text":"<div><h2>Rustic Hospitality [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Folk Hero\" href=\"http:\/\/class.com\/folk hero\" target=\"_blank\">Folk Hero<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3001","name":"Guild Membership","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if ","full_text":"<div><h2>Guild Membership [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Guild Artisan\" href=\"http:\/\/class.com\/guild artisan\" target=\"_blank\">Guild Artisan<\/a>,&nbsp;<a title=\"Guild Merchant\" href=\"http:\/\/class.com\/guild merchant\" target=\"_blank\">Guild Merchant<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3002","name":"Discovery","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would b","full_text":"<div><h2>Discovery [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Hermit\" href=\"http:\/\/class.com\/hermit\" target=\"_blank\">Hermit<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3003","name":"Position of Privilege","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.","full_text":"<div><h2>Position of Privilege [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Noble\" href=\"http:\/\/class.com\/noble\" target=\"_blank\">Noble<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3004","name":"Wanderer","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.","full_text":"<div><h2>Wanderer [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Outlander\" href=\"http:\/\/class.com\/outlander\" target=\"_blank\">Outlander<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3005","name":"Researcher","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.","full_text":"<div><h2>Researcher [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Sage\" href=\"http:\/\/class.com\/sage\" target=\"_blank\">Sage<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3006","name":"Ship's Passage","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to ass","full_text":"<div><h2>Ship's Passage [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you need to. you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Sailor\" href=\"http:\/\/class.com\/sailor\" target=\"_blank\">Sailor<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3007","name":"Bad reputation","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"If your character has a sailor background, you may select this background feature instead of Ship's Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.","full_text":"<div><h2>Bad reputation [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> If your character has a sailor background, you may select this background feature instead of Ship's Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Pirate\" href=\"http:\/\/class.com\/pirate\" target=\"_blank\">Pirate<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3008","name":"Military rank","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.","full_text":"<div><h2>Military rank [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Soldier\" href=\"http:\/\/class.com\/soldier\" target=\"_blank\">Soldier<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3009","name":"City Secrets","type":"Background Feat","prerequisite":"","normal":"","special":"","benefit":"You know the secret patterns and flow to cities and can findpassages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.","full_text":"<div><h2>City Secrets [Background Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You know the secret patterns and flow to cities and can findpassages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Urchin\" href=\"http:\/\/class.com\/urchin\" target=\"_blank\">Urchin<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3010","name":"Rage","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: \u2022 You have advantage on Strength checks and Strength saving throws. \u2022 When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. \u2022 You have resistance to bludgeoning, piercing, and slashing damage","full_text":"<div><h2>Rage [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:<\/p><p>&bull; You have advantage on Strength checks and Strength saving throws.<\/p><p>&bull; When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.<\/p><p>&bull; You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.<\/p><p>Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3011","name":"Unarmored Defense","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.","full_text":"<div><h2>Unarmored Defense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b><\/p><p>Barbarian: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.<\/p><p>Monk: While you are wearing no&nbsp;armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom&nbsp;modifier.&nbsp;<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a>,&nbsp;<a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3012","name":"Reckless Attack","type":"Class Feat","prerequisite":"Level 2 Barbarian","normal":"","special":"","benefit":"Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.","full_text":"<div><h2>Reckless Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Level 2 Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3013","name":"Danger Sense","type":"Class Feat","prerequisite":"Level 2 Barbarian","normal":"","special":"","benefit":"At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated_","full_text":"<div><h2>Danger Sense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Level 2 Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated_<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3014","name":"Extra Attack","type":"Class Feat","prerequisite":"5th level Barbarian, 6th level Bard College of Valor, 5th level Fighter, 5th level Monk, 5th level Paladin, 5th level Ranger","normal":"","special":"Only for Fighters: The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.","benefit":"You can attack twice, instead of once, whenever you take the Attack action on your turn.","full_text":"<div><h2>Extra Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Barbarian, 6th level Bard College of Valor, 5th level Fighter, 5th level Monk, 5th level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> You can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p><\/div><div><p><b>Special:<\/b> Only for Fighters: The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<\/p><\/div><br \/><b>Used Class:&nbsp;<\/b><a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a>,&nbsp;<a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a>,&nbsp;<a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a>,&nbsp;<a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a>,&nbsp;<a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a>,&nbsp;<a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3015","name":"Fast Movement","type":"Class Feat","prerequisite":"5th level Barbarian","normal":"","special":"","benefit":" Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.","full_text":"<div><h2>Fast Movement [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3016","name":"Feral Instinct","type":"Class Feat","prerequisite":"7th level Barbarian","normal":"","special":"","benefit":"By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. but only if you enter your rage before doing anything else on that turn.","full_text":"<div><h2>Feral Instinct [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. but only if you enter your rage before doing anything else on that turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3017","name":"Brutal Critical","type":"Class Feat","prerequisite":"9th level Barbarian","normal":"","special":"","benefit":"Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.","full_text":"<div><h2>Brutal Critical [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3018","name":"Relentless Rage","type":"Class Feat","prerequisite":"11th level Barbarian","normal":"","special":"","benefit":"Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.","full_text":"<div><h2>Relentless Rage [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3019","name":"Persistent Rage","type":"Class Feat","prerequisite":"15th level Barbarian","normal":"","special":"","benefit":"Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.","full_text":"<div><h2>Persistent Rage [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3020","name":"Indomitable Might","type":"Class Feat","prerequisite":"18th level Barbarian","normal":"","special":"","benefit":"Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.","full_text":"<div><h2>Indomitable Might [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3021","name":"Primal Champion","type":"Class Feat","prerequisite":"20th level Barbarian","normal":"","special":"","benefit":"At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.","full_text":"<div><h2>Primal Champion [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Barbarian<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3022","name":"Frenzy","type":"Class Feat","prerequisite":"3rd level Barbarian, Path of the Berseker","normal":"","special":"","benefit":"Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).","full_text":"<div><h2>Frenzy [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Barbarian, Path of the Berseker<\/p><\/div><div><p><b>Benefit:<\/b> Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3023","name":"Mindless Rage","type":"Class Feat","prerequisite":"6th level Barbarian, Path of the Berseker","normal":"","special":"","benefit":"Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.","full_text":"<div><h2>Mindless Rage [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Barbarian, Path of the Berseker<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3024","name":"Intimidating Presence","type":"Class Feat","prerequisite":"10th level Barbarian, Path of the Berseker","normal":"","special":"","benefit":"Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next ","full_text":"<div><h2>Intimidating Presence [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Barbarian, Path of the Berseker<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3025","name":"Retaliation","type":"Class Feat","prerequisite":"14th level Barbarian, Path of the Berseker","normal":"","special":"","benefit":"Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.","full_text":"<div><h2>Retaliation [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Barbarian, Path of the Berseker<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3026","name":"Spirit Seeker","type":"Class Feat","prerequisite":"3rd level Barbarian, Path of the Totem Warrior","normal":"","special":"","benefit":"Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.","full_text":"<div><h2>Spirit Seeker [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Barbarian, Path of the Totem Warrior<\/p><\/div><div><p><b>Benefit:<\/b> Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3027","name":"Totem Spirit","type":"Class Feat","prerequisite":"3th level Barbarian, Path of the Totem Warrior","normal":"","special":"","benefit":"At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object -an amulet or similar adornment\u2014that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option. you also gain minor physical attributes that are reminiscent of your totem spirit. For example. if you have a hear totem spirit, you might be unusually hairy and thick- skinned, or if your totem is the eagle, your eyes turn bright yellow. Your tote","full_text":"<div><h2>Totem Spirit [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3th level Barbarian, Path of the Totem Warrior<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object -an amulet or similar adornment&mdash;that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option. you also gain minor physical attributes that are reminiscent of your totem spirit. For example. if you have a hear totem spirit, you might be unusually hairy and thick- skinned, or if your totem is the eagle, your eyes turn bright yellow.<\/p><p>Your totem animal might be an animal related to those listed here but more appropriate to your homcland. For example. you could choose a hawk or vulture in place of an eagle.<\/p><p>Bear. While raging. you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.<\/p><p>Eagle. While you're raging and aren't wearing heavy armor. other creatures have disadvantage on opportunity attack rolls against you. and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.<\/p><p>Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3028","name":"Aspect of the Beast","type":"Class Feat","prerequisite":"6th level Barbarian, Path of the Totem Warrior","normal":"","special":"","benefit":"At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull. lift, or break objects. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at someth","full_text":"<div><h2>Aspect of the Beast [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Barbarian, Path of the Totem Warrior<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.<\/p><p>Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull. lift, or break objects.<\/p><p>Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.<\/p><p>Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3029","name":"Spirit Walker","type":"Class Feat","prerequisite":"10th level Barbarian, Path of the Totem Warrior","normal":"","special":"","benefit":"At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.","full_text":"<div><h2>Spirit Walker [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Barbarian, Path of the Totem Warrior<\/p><\/div><div><p><b>Benefit:<\/b> At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3030","name":"Totemic Attunement","type":"Class Feat","prerequisite":"14th level Barbarian, Path of the Totem Warrior","normal":"At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. Eagle. While raging, you have a flying speed equal to your current walking s","special":"","benefit":"","full_text":"<div><h2>Totemic Attunement [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Barbarian, Path of the Totem Warrior<\/p><\/div><div><p><b>Normal:<\/b> At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.<\/p><p>Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.<\/p><p>Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.<\/p><p>Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3032","name":"Cantrips","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You know a number of cantrips of your choice from your class spell list. The number of cantrips known is shown in your Cantrips Known column of your class table. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of your class table.","full_text":"<div><h2>Cantrips [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You know a number of&nbsp;cantrips of your choice from your class&nbsp;spell list. The number of cantrips known is shown in your Cantrips Known column of your class table. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of your class&nbsp;table.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a>,&nbsp;<a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a>,&nbsp;<a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a>,&nbsp;<a title=\"Fighter-Eldritch Knight\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter-Eldritch Knight<\/a>,&nbsp;<a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a>,&nbsp;<a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3033","name":"Ritual Casting","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You can cast any spell of your class you know as a ritual if that spell has the ritual tag and you have the spell prepared","full_text":"<div><h2>Ritual Casting [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You can cast any spell of your class you know as a ritual if that spell has the ritual tag and you have the spell prepared.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a>,&nbsp;<a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a>,&nbsp;<a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a>,&nbsp;<a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3034","name":"Spellcasting Focus","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You can use an item of symbol as a spellcasting focus for your spells. Look at your class for a description of the symbols or items to be used","full_text":"<div><h2>Spellcasting Focus [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b>&nbsp;You can use an item of symbol as a spellcasting focus for your spells. Look at your class for a description of the symbols or items to be used<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a>,&nbsp;<a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a>,&nbsp;<a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a>,&nbsp;<a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a>,&nbsp;<a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3035","name":"Bardic Inspiration","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide befor","full_text":"<div><h2>Bardic Inspiration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.<\/p><p>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<\/p><p>You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.<\/p><p>Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3036","name":"Jack of All Trades","type":"Class Feat","prerequisite":"2nd level Bard","normal":"","special":"","benefit":"Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.","full_text":"<div><h2>Jack of All Trades [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Bard<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3037","name":"Song of Rest","type":"Class Feat","prerequisite":"2nd level Bard","normal":"","special":"","benefit":"Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.","full_text":"<div><h2>Song of Rest [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Bard<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3039","name":"Expertise","type":"Class Feat","prerequisite":"3rd level Bard, 1st level Rogue","normal":"","special":"","benefit":"At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.","full_text":"<h2>Expertise [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Bard, 1st level Rogue<\/p><\/div><div><p><b>Benefit:<\/b>&nbsp;<\/p><p><em><strong>Bard:<\/strong><\/em>At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.<\/p><\/div><div class=\"page\" title=\"Page 97\"><div class=\"layoutArea\"><div class=\"column\"><p><em><strong>Rogue:<\/strong><\/em> At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with&nbsp;thieves' tools. Your proficiency bonus is doubled for any&nbsp;ability check you make that uses either of the chosen&nbsp;proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.<br \/><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a>,&nbsp;<a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/p><\/div><\/div><\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3040","name":"Font of Inspiration","type":"Class Feat","prerequisite":"5th level Bard","normal":"","special":"","benefit":"Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.","full_text":"<div><h2>Font of Inspiration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Bard<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div>","reference":"PhB"},{"id":"3041","name":"Countercharm","type":"Class Feat","prerequisite":"6th level Bard","normal":"","special":"","benefit":"At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you arc incapacitated or silenced or if you voluntarily end it (no action required).","full_text":"<div><h2>Countercharm [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Bard<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you arc incapacitated or silenced or if you voluntarily end it (no action required).<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3042","name":"Magical Secrets","type":"Class Feat","prerequisite":"10th level Bard","normal":"","special":"","benefit":"By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.","full_text":"<div><h2>Magical Secrets [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Bard<\/p><\/div><div><p><b>Benefit:<\/b> By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3043","name":"Superior Inspiration","type":"Class Feat","prerequisite":"20th level Bard","normal":"","special":"","benefit":"At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.","full_text":"<div><h2>Superior Inspiration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Bard<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3045","name":"Cutting Words","type":"Class Feat","prerequisite":"3rd level Bard, College of Lore","normal":"","special":"","benefit":"Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines w","full_text":"<div><h2>Cutting Words [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Bard, College of Lore<\/p><\/div><div><p><b>Benefit:<\/b> Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it cant hear you or if it's immune to being charmed.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3046","name":"Additional Magical Secrets","type":"Class Feat","prerequisite":"6th level Bard, College of Lore","normal":"","special":"","benefit":"At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.","full_text":"<h2>Additional Magical Secrets [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Bard, College of Lore<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.<\/p><\/div><p><strong>Used Class:<\/strong> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/p><p><b>Reference:<\/b><\/p><p>&nbsp;<\/p>","reference":"PhB"},{"id":"3047","name":"Peerless Skill","type":"Class Feat","prerequisite":"14th level Bard, College of Lore","normal":"","special":"","benefit":"Starting at 14th level, when you make an ability cheek, you can expend one use of Bardic Inspiration. Roll a Bardic lnspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability cheek, but before the DM tells you whether you succeed or fail.","full_text":"<div><h2>Peerless Skill [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Bard, College of Lore<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, when you make an ability cheek, you can expend one use of Bardic Inspiration. Roll a Bardic lnspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability cheek, but before the DM tells you whether you succeed or fail.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3049","name":"Combat Inspiration","type":"Class Feat","prerequisite":"3rd level Bard, College of Valor","normal":"","special":"","benefit":"Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roil it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.","full_text":"<div><h2>Combat Inspiration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Bard, College of Valor<\/p><\/div><div><p><b>Benefit:<\/b> Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roil it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3050","name":"Battle Magic","type":"Class Feat","prerequisite":"14th level Bard, College of Valor","normal":"","special":"","benefit":"At 14th level. you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.","full_text":"<div><h2>Battle Magic [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Bard, College of Valor<\/p><\/div><div><p><b>Benefit:<\/b> At 14th level. you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3051","name":"Ability Score Improvement","type":"Class Feat","prerequisite":"level 4","normal":"","special":"","benefit":"When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.","full_text":"<div><h2>Ability Score Improvement [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> level 4<\/p><\/div><div><p><b>Benefit:<\/b> When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<\/p><\/div><strong>Used Class:&nbsp;<\/strong><a title=\"Barbarian\" href=\"http:\/\/class.com\/barbarian\" target=\"_blank\">Barbarian<\/a>,&nbsp;<a title=\"Bard\" href=\"http:\/\/class.com\/bard\" target=\"_blank\">Bard<\/a>,&nbsp;<a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a>,&nbsp;<a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a>,&nbsp;<a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a>,&nbsp;<a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a>,&nbsp;<a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a>,&nbsp;<a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a>,&nbsp;<a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a>,&nbsp;<a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a>,&nbsp;<a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a>,&nbsp;<a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3054","name":"Channel Divinity: Turn Undead","type":"Class Feat","prerequisite":"2nd level Cleric","normal":"","special":"","benefit":"As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to esca","full_text":"<div><h2>Channel Divinity: Turn Undead [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric<\/p><\/div><div><p><b>Benefit:<\/b> As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3055","name":"Destroy Undead","type":"Class Feat","prerequisite":"5th level Cleric","normal":"","special":"","benefit":"Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. DESTROY UNDEAD     Cleric Level   5th   8th   11th   14th   17th Destroys Undead ofCR 1\/2 or lower 1 or lower 2 or lower 3 or lower 4 or lower","full_text":"<h2>Destroy Undead [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Cleric<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.<\/p><table><tbody><tr><td colspan=\"2\"><strong>DESTROY UNDEAD<\/strong><\/td><\/tr><tr><td>Cleric Level<\/td><td>Destroys Undead ofCR<\/td><\/tr><tr><td>5th<\/td><td>1\/2 or lower<\/td><\/tr><tr><td>8th<\/td><td>1 or lower<\/td><\/tr><tr><td>11th<\/td><td>2 or lower<\/td><\/tr><tr><td>14th<\/td><td>3 or lower<\/td><\/tr><tr><td>17th<\/td><td>4 or lower<\/td><\/tr><\/tbody><\/table><\/div><p><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/p><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3056","name":"Divine Intervention","type":"Class Feat","prerequisite":"10th level Cleric","normal":"","special":"","benefit":"Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The. DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherw","full_text":"<div><h2>Divine Intervention [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Cleric<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes.<\/p><p>The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.<\/p><p>At 20th level, your call for intervention succeeds automatically, no roll required.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3058","name":"Blessings of Knowledge","type":"Class Feat","prerequisite":"Cleric, Knowledge Domain","normal":"","special":"","benefit":"At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.","full_text":"<div><h2>Blessings of Knowledge [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Cleric, Knowledge Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3059","name":"Channel Divinity: Knowledge of the Ages","type":"Class Feat","prerequisite":"2nd level Cleric, Knowledge Domain","normal":"","special":"","benefit":"Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.","full_text":"<div><h2>Channel Divinity: Knowledge of the Ages [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric, Knowledge Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3060","name":"Channel Divinity: Read Thoughts","type":"Class Feat","prerequisite":"6th level Cleric, Knowledge Domain","normal":"","special":"","benefit":"At 6th level, you can u s e your Channel Divinity to read a creature's thoughts_ You can then use your access to the creature's mind to command it.","full_text":"<h2>Channel Divinity: Read Thoughts [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Cleric, Knowledge Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, you can use your Channel Divinity to read a creature's thoughts_ You can then use your access to the creature's mind to command it.<\/p><p>As an action, choose one creature that you can see within 60 feet of you. That creaturc must make a Wisdom saving throw. If the creature succeeds on the saving throw. you can't use this feature on it again until you finish a long rest.<\/p><div class=\"page\" title=\"Page 61\"><div class=\"layoutArea\"><div class=\"column\"><p>If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.<\/p><p>During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.<br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/p><p><strong>Reference:&nbsp;<\/strong><\/p><\/div><\/div><\/div><\/div>","reference":"PhB"},{"id":"3061","name":"Potent Spellcasting","type":"Class Feat","prerequisite":"8th level Cleric, Knowledge Domain, Light Domain","normal":"","special":"","benefit":"Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.","full_text":"<div><h2>Potent Spellcasting [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 8th level Cleric, Knowledge Domain, Light Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3062","name":"Visions of the Past","type":"Class Feat","prerequisite":"17th level Cleric, Knowledge Domain","normal":"","special":"","benefit":"Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time. as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest. Object Reading. Holdin","full_text":"<div><h2>Visions of the Past [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Cleric, Knowledge Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time. as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.<\/p><p><strong>Object Reading.<\/strong> Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend I additional minute for each owner to learn the same information about that creature.<\/p><p><strong>Area Reading.<\/strong> As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3064","name":"Disciple of Life","type":"Class Feat","prerequisite":"Cleric, Life Domain","normal":"","special":"","benefit":"Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature. the creature regains additional hit points equal to 2 + the spell's level.","full_text":"<div><h2>Disciple of Life [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Cleric, Life Domain<\/p><\/div><div><p><b>Benefit:<\/b> Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature. the creature regains additional hit points equal to 2 + the spell's level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3065","name":"Channel Divinity: Preserve Life","type":"Class Feat","prerequisite":"2nd level Cleric, Life Domain","normal":"","special":"","benefit":"Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.","full_text":"<div><h2>Channel Divinity: Preserve Life [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric, Life Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.<\/p><p>You can't use this feature on an undead or a construct.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3066","name":"Blessed Healer","type":"Class Feat","prerequisite":"6th level Cleric, Life Domain","normal":"","special":"","benefit":"Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.","full_text":"<div><h2>Blessed Healer [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Cleric, Life Domain<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3067","name":"Divine Strike","type":"Class Feat","prerequisite":"8th level Cleric, Life Domain, Nature Domain, Tempest Domain, Trickery domain, War Domain","normal":"","special":"","benefit":"At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack. you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.","full_text":"<div><h2>Divine Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 8th level Cleric, Life Domain, Nature Domain, Tempest Domain, Trickery Domain, War Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack. you can cause the attack to deal an extra 1d8 radiant damage to the target.<\/p><p>When you reach 14th level, the extra damage increases to 2d8.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3068","name":"Supreme Healing","type":"Class Feat","prerequisite":"17th level Cleric, Life Domain","normal":"","special":"","benefit":"Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.","full_text":"<div><h2>Supreme Healing [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Cleric, Life Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3070","name":"Warding Flare","type":"Class Feat","prerequisite":"Cleric, Light Domain","normal":"","special":"","benefit":"Also at lst level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long ","full_text":"<div><h2>Warding Flare [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Cleric, Light Domain<\/p><\/div><div><p><b>Benefit:<\/b> Also at lst level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3071","name":"Channel Divinity: Radiance of the Dawn","type":"Class Feat","prerequisite":"2nd level Cleric, Light Domain","normal":"","special":"","benefit":"Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover fro","full_text":"<div><h2>Channel Divinity: Radiance of the Dawn [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric, Light Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3072","name":"Improved Flare","type":"Class Feat","prerequisite":"6th level Cleric, Light Domain","normal":"","special":"","benefit":"Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.","full_text":"<div><h2>Improved Flare [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Cleric, Light Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3073","name":"Corona of Light","type":"Class Feat","prerequisite":"17th level Cleric, Light Domain","normal":"","special":"","benefit":"Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.","full_text":"<div><h2>Corona of Light [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Cleric, Light Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3075","name":"Acolyte of Nature","type":"Class Feat","prerequisite":"Cleric, Nature Domain","normal":"","special":"","benefit":"At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.","full_text":"<div><h2>Acolyte of Nature [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Cleric, Nature Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.<\/p><\/div><strong>Used Class:<\/strong> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3076","name":"Channel Divinity: Charm Animals and Plants","type":"Class Feat","prerequisite":"2nd level Cleric, Nature Domain","normal":"","special":"","benefit":"Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.","full_text":"<div><h2>Channel Divinity: Charm Animals and Plants [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric, Nature Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3077","name":"Dampen Elements","type":"Class Feat","prerequisite":"6th level Cleric, Nature Domain","normal":"","special":"","benefit":"Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.","full_text":"<div><h2>Dampen Elements [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Cleric, Nature Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3078","name":"Master of Nature","type":"Class Feat","prerequisite":"17th level Cleric, Nature Domain","normal":"","special":"","benefit":"At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn,","full_text":"<div><h2>Master of Nature [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Cleric, Nature Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn,<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3082","name":"Wrath of the Storm","type":"Class Feat","prerequisite":"Cleric, Tempest Domain","normal":"","special":"","benefit":"Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.","full_text":"<div><h2>Wrath of the Storm [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Cleric, Tempest Domain<\/p><\/div><div><p><b>Benefit:<\/b> Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3083","name":"Channel Divinity: Destructive Wrath","type":"Class Feat","prerequisite":"2nd level Cleric, Tempest Domain","normal":"","special":"","benefit":"Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.","full_text":"<div><h2>Channel Divinity: Destructive Wrath [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric, Tempest Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3084","name":"Thunderbolt Strike","type":"Class Feat","prerequisite":"6th level Cleric, Tempest Domain","normal":"","special":"","benefit":"At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.","full_text":"<div><h2>Thunderbolt Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Cleric, Tempest Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3085","name":"Stormborn","type":"Class Feat","prerequisite":"17th level Cleric, Tempest Domain","normal":"","special":"","benefit":"At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.","full_text":"<div><h2>Stormborn [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Cleric, Tempest Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3086","name":"Blessing of the Trickster","type":"Class Feat","prerequisite":"Cleric, Trikery Domain","normal":"","special":"","benefit":"Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.","full_text":"<div><h2>Blessing of the Trickster [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Cleric, Trikery Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3087","name":"Channel Divinity: Invoke Duplicity","type":"Class Feat","prerequisite":"2nd level Cleric, Trickery Domain","normal":"","special":"","benefit":"Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can ","full_text":"<div><h2>Channel Divinity: Invoke Duplicity [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric, Trickery Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3088","name":"Channel Divinity: Cloak of Shadows","type":"Class Feat","prerequisite":"6th level Cleric, Trickery Domain","normal":"","special":"","benefit":"Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.","full_text":"<div><h2>Channel Divinity: Cloak of Shadows [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Cleric, Trickery Domain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3089","name":"Improved Duplicity","type":"Class Feat","prerequisite":"17th level Cleric, Trickery Domain","normal":"","special":"","benefit":"At 17th level, you can create up to four duplicates of yourself. instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.","full_text":"<div><h2>Improved Duplicity [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Cleric, Trickery Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you can create up to four duplicates of yourself. instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3090","name":"War Priest","type":"Class Feat","prerequisite":"Cleric, War Domain","normal":"","special":"","benefit":"From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Yo","full_text":"<div><h2>War Priest [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Cleric, War Domain<\/p><\/div><div><p><b>Benefit:<\/b> From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). Yo<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3091","name":"Channel Divinity: Guided Strike","type":"Class Feat","prerequisite":"2nd level Cleric, WarDomain","normal":"","special":"","benefit":"Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.","full_text":"<div><h2>Channel Divinity: Guided Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Cleric, WarDomain<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3092","name":"Channel Divinity: War God's Blessing","type":"Class Feat","prerequisite":"6th level Cleric, War Domain","normal":"","special":"","benefit":"At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.","full_text":"<div><h2>Channel Divinity: War God's Blessing [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Cleric, War Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3093","name":"Avatar of Battle","type":"Class Feat","prerequisite":"17th level Cleric, War Domain","normal":"","special":"","benefit":"At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.","full_text":"<div><h2>Avatar of Battle [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Cleric, War Domain<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Cleric\" href=\"http:\/\/class.com\/cleric\" target=\"_blank\">Cleric<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3094","name":"Druidic","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.","full_text":"<div><h2>Druidic [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3095","name":"Wild Shape","type":"Class Feat","prerequisite":"2nd level Druid","normal":"","special":"","benefit":" Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1\/4 or lower that doesn't have a flying or swimming speed. BEAST SHAPES Level 2nd 4th 8th Max. CR 1\/4 1\/2 1 Lim","full_text":"<h2>Wild Shape [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Druid<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1\/4 or lower that doesn't have a flying or swimming speed.<\/p><table class=\"d20\" border=\"0\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td colspan=\"4\"><strong>BEAST SHAPES<\/strong><\/td><\/tr><tr><td>Level<\/td><td>Max. CR<\/td><td>Limitations<\/td><td>Example<\/td><\/tr><tr><td>2nd<\/td><td>1\/4<\/td><td>No flying or swimming speed<\/td><td>Wolf<\/td><\/tr><tr><td>4th<\/td><td>1\/2<\/td><td>No flying speed<\/td><td>Crocodile<\/td><\/tr><tr><td>8th<\/td><td>1<\/td><td>&nbsp;<\/td><td>Giant eagle<\/td><\/tr><\/tbody><\/table><p>You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.<\/p><\/div><div class=\"page\" title=\"Page 68\"><div class=\"layoutArea\"><div class=\"column\"><p>our game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficien- cies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.<\/p><p><strong>While you are transformed, the following rules apply:<\/strong><\/p><ul><li><p>When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.<\/p><\/li><li><p>You can't cast spells, and your ability to speak or&nbsp;take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.<\/p><\/li><li><p>You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvi- sion, unless your new form also has that sense.<\/p><\/li><li><p>&nbsp;<\/p><p>You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the crea- ture's shape and size. Your equipment doesn't change size or shape to match the new<br \/> form, and any equipment that&nbsp;the new form can't wear&nbsp;must either fall to the&nbsp;ground or merge with it.Equipment that merges with the form has no effect until you leave the form.<\/p><\/li><\/ul><\/div><\/div><\/div><p><br \/><br \/><b>Used Class:&nbsp;<\/b><a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/p><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3097","name":"Timeless Body","type":"Class Feat","prerequisite":"18th level Druid, 15th level Monk","normal":"","special":"","benefit":"Starting at 18th level, the primal magic that would wield causes you to age ore slowly. For every 10 years that pass your body only ages 1 year","full_text":"<div><h2>Timeless Body [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Druid, 15th level Monk<\/p><\/div><div><p><b>Benefit: <\/b><\/p><p><em>Druid:<\/em> Starting at 18th level, the primal magic that you&nbsp;wield causes you to age more slowly. For every 10 years that pass your body only ages 1 year<\/p><p><em>Monk:<\/em> At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't he aged magically. You can still die of old age, however. In addition, you no longer need food or water.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid,&nbsp;<\/a> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3098","name":"Beast Spells","type":"Class Feat","prerequisite":"18th level Druid","normal":"","special":"","benefit":"Beginning at 8th level, you can cast many of your druid spells in any shape asume using Wild Shape. You can perform somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.","full_text":"<div><h2>Beast Spells [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Druid<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 8th level, you can cast many of your druid spells in any shape asume using Wild Shape. You can perform somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3099","name":"Archdruid","type":"Class Feat","prerequisite":"20th level Druid","normal":"","special":"","benefit":"At 20th level, you can use your Wild Shape an unlimited number of times","full_text":"<div><h2>Archdruid [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Druid<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you can use your Wild Shape an unlimited number of times<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3101","name":"Natural Recovery","type":"Class Feat","prerequisite":"2nd level Druid, Circle of the Land","normal":"","special":"","benefit":"Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can r","full_text":"<div><h2>Natural Recovery [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Druid, Circle of the Land<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two I1 st-level slots.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3102","name":"Circle Spells","type":"Class Feat","prerequisite":"3rd level Druid, Circle of the Land","normal":"","special":"","benefit":"Circle Spells","full_text":"<h2>Circle Spells [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Druid, Circle of the Land<\/p><\/div><div><p><b>Benefit:<\/b>&nbsp;Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land&mdash;arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark&mdash;and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.<\/p><\/div><p><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid,<\/a> <a title=\"Druid, Circle of the Land\" href=\"http:\/\/class.com\/druid, circle of the land\" target=\"_blank\">Druid, Circle of the Land<\/a><\/p><p><strong>Reference:&nbsp;<\/strong><\/p>","reference":"PhB"},{"id":"3103","name":"Land's Stride","type":"Class Feat","prerequisite":"6th level Druid, Circle of the Land, 8th level Ranger","normal":"","special":"","benefit":"Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.","full_text":"<div><h2>Land's Stride [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Druid, Circle of the Land, 8th level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> Starting at \"6th level&nbsp;Druid - Circle of the land\" of \"8th level Ranger,\" moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a>,&nbsp;<a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3104","name":"Nature's Ward","type":"Class Feat","prerequisite":"10th level Druid, Circle of the Land","normal":"","special":"","benefit":"When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.","full_text":"<div><h2>Nature's Ward [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Druid, Circle of the Land<\/p><\/div><div><p><b>Benefit:<\/b> When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3105","name":"Nature's Sanctuary","type":"Class Feat","prerequisite":"14th level Druid, Circle of the Land","normal":"","special":"","benefit":"When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.","full_text":"<div><h2>Nature's Sanctuary [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Druid, Circle of the Land<\/p><\/div><div><p><b>Benefit:<\/b> When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3107","name":"Combat Wild Shape","type":"Class Feat","prerequisite":"2nd level Druid, Circle of the Moon","normal":"","special":"","benefit":"When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.","full_text":"<div><h2>Combat Wild Shape [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Druid, Circle of the Moon<\/p><\/div><div><p><b>Benefit:<\/b> When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3108","name":"Circle Forms","type":"Class Feat","prerequisite":"2nd level Druid, Circle of the Moon","normal":"","special":"","benefit":"The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.","full_text":"<div><h2>Circle Forms [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Druid, Circle of the Moon<\/p><\/div><div><p><b>Benefit:<\/b> The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3109","name":"Primal Strike","type":"Class Feat","prerequisite":"6th level Druid, Circle of the Moon","normal":"","special":"","benefit":"Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","full_text":"<div><h2>Primal Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Druid, Circle of the Moon<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3110","name":"Elemental Wild Shape","type":"Class Feat","prerequisite":"10th level Druid, Circle of the Moon","normal":"","special":"","benefit":"At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.","full_text":"<div><h2>Elemental Wild Shape [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Druid, Circle of the Moon<\/p><\/div><div><p><b>Benefit:<\/b> At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3111","name":"Thousand Forms","type":"Class Feat","prerequisite":"14th level Druid, Circle of the Moon","normal":"","special":"","benefit":"By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.","full_text":"<div><h2>Thousand Forms [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Druid, Circle of the Moon<\/p><\/div><div><p><b>Benefit:<\/b> By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the <a title=\"alter self\" href=\"http:\/\/spell.com\/alter self\" target=\"_blank\">alter self<\/a>&nbsp;spell at will.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Druid\" href=\"http:\/\/class.com\/druid\" target=\"_blank\">Druid<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3112","name":"Fighting Style","type":"Class Feat","prerequisite":"1st level Fighter, 2nd level Paladin, 2nd level Ranger","normal":"","special":"","benefit":"FIGHTING STYLE You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. GREAT WEAPON FIGHTING When you roll","full_text":"<h2>Fighting Style [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b>&nbsp;1st level Fighter, 2nd level Paladin, 2nd level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<\/p><p><strong>Archery (only Fighter and Ranger):<\/strong> You gain a +2 bonus to attack rolls you make with ranged weapons. DEFENSE While you are wearing armor, you gain a +1 bonus to AC.<\/p><p><strong>Defense (only Paladin and Ranger):<\/strong> While you are wearing armor, you gain a +1 bonus to AC.<\/p><p><strong>Dueling:<\/strong>&nbsp;When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<\/p><p><strong>Great Weapon Fighting (only Fighter and Paladin):<\/strong>&nbsp;When you roll a 1or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<\/p><p><strong>Protection (only Fighter and Paladin):<\/strong>&nbsp;When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. Y ou must be wielding a shield.<\/p><p><strong>Two-Weapon Fighting (only Fighter and Ranger):<\/strong>&nbsp;When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<\/p><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a>,&nbsp;<a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a>,&nbsp;<a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/p><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3113","name":"Archery","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You gain a +2 bonus to attack rolls you make with ranged weapons.","full_text":"<div><h2>Archery [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You gain a +2 bonus to attack rolls you make with ranged weapons.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3114","name":"Defense","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"While you are wearing armor, you gain a +1 bonus to AC.","full_text":"<div><h2>Defense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> While you are wearing armor, you gain a +1 bonus to AC.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3115","name":"Dueling","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.","full_text":"<div><h2>Dueling [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3116","name":"Great Weapon Fighting","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"When you roll a 1or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.","full_text":"<div><h2>Great Weapon Fighting [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you roll a 1or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3117","name":"Protection","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. Y ou must be wielding a shield.","full_text":"<div><h2>Protection [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When a creature you can see attacks a target other than you that is within 5 feet of you. you can use your reaction to impose disadvantage on the attack roll. Y ou must be wielding a shield.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3118","name":"Two-Weapon Fighting","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.","full_text":"<div><h2>Two-Weapon Fighting [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3119","name":"Second Wind","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to Id10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.","full_text":"<div><h2>Second Wind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to Id10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3120","name":"Action Surge","type":"Class Feat","prerequisite":"2nd level Fighter","normal":"","special":"","benefit":"Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.","full_text":"<h2>Action Surge [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Fighter<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<\/p><\/div><p><strong>Used Class:&nbsp;<\/strong><a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><br \/><br \/><b>Reference:<\/b><\/p>","reference":"PhB"},{"id":"3122","name":"Indomitable","type":"Class Feat","prerequisite":"9th level Fighter","normal":"Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.","special":"","benefit":"","full_text":"<div><h2>Indomitable [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Fighter<\/p><\/div><div><p><b>Normal:<\/b> Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3124","name":"Improved Critical","type":"Class Feat","prerequisite":"3rd level Fighter, Champion","normal":"","special":"","benefit":"Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.","full_text":"<div><h2>Improved Critical [General]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter, Champion<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3125","name":"Remarkeble Athlete","type":"Class Feat","prerequisite":"7th level Fighter, Champion","normal":"","special":"","benefit":"Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength. Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.","full_text":"<div><h2>Remarkeble Athlete [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Fighter, Champion<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength. Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3126","name":"Additional Fighting Style","type":"Class Feat","prerequisite":"10th level Fighter, Champion","normal":"","special":"","benefit":"At 10th level, you can choose a second option from the Fighting Style class feature.","full_text":"<h2>Additional Fighting Style [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Fighter, Champion<\/p><\/div><div><p><b>Benefit:<\/b> At 10th level, you can choose a second option from the Fighting Style class feature.<\/p><\/div><p><strong>Used Class:<\/strong> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/p><p><b>Reference:<\/b><\/p><p>&nbsp;<\/p>","reference":"PhB"},{"id":"3127","name":"Superior Critical","type":"Class Feat","prerequisite":"15th level Fighter, Champion","normal":"","special":"","benefit":"Starting at 15th level. your weapon attacks score a critical hit on a roll of 18-20.","full_text":"<div><h2>Superior Critical [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Fighter, Champion<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 15th level. your weapon attacks score a critical hit on a roll of 18-20.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3128","name":"Survivor","type":"Class Feat","prerequisite":"18th level Fighter, Champion","normal":"","special":"","benefit":"At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.","full_text":"<div><h2>Survivor [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Fighter, Champion<\/p><\/div><div><p><b>Benefit:<\/b> At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3130","name":"Combat Superiority","type":"Class Feat","prerequisite":"3rd level Fighter, Battle Master","normal":"","special":"","benefit":"When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice, which arc detailed under ","full_text":"<div><h2>Combat Superiority [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter, Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.<\/p><p>Maneuvers. You learn three maneuvers of your choice, which arc detailed under \"Maneuvers\" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each tisne you learn new maneuvers. you can also replace one maneuver you know with a different one.<\/p><p>Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.<\/p><p>Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)<\/p><\/div><div class=\"page\" title=\"Page 75\"><div class=\"layoutArea\"><div class=\"column\"><h2><strong>Maneuvers<\/strong><\/h2><p>The maneuvers are presented in alphabetical order.<\/p><p><strong>Commander's Strike.<\/strong> When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.<\/p><p><strong>Disarming Attack.<\/strong> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<\/p><p><strong>Distracting Strike.<\/strong> When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's 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><strong>Evasive Footwork.<\/strong> When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.<\/p><p><strong>Feinting Attack.<\/strong> You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. if that attack hits. add the superiority die to the attack's damage roll.<\/p><p><strong>Goading Attack.<\/strong> When you hit a creature with a weapon attack. you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack roils against targets other than you until the end of your next turn.<\/p><p><strong>Lunging Attack.<\/strong> When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.<\/p><\/div><div class=\"column\"><p><strong>Maneuvering Attack.<\/strong> When you hit a creature with&nbsp;a weapon attack, you can expend one superiority&nbsp;die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.<\/p><p><strong>Menacing Attack.<\/strong> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.<\/p><p><strong>Parry.<\/strong> When another creature damages you with a melee attack. you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die t your Dexterity modifier.<\/p><p><strong>Precision Attack.<\/strong> When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<\/p><p><strong>Pushing Attack.<\/strong> When you hit a creature with<br \/> a weapon attack, you can expend one superiority<br \/> die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.<\/p><p><strong>Rally.<\/strong> On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.<\/p><p><strong>Riposte.<\/strong> When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damagc roll.<\/p><p><strong>Sweeping Attack.<\/strong> When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet<br \/> 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><strong>Trip Attack.<\/strong> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.<\/p><\/div><\/div><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3131","name":"Student of War","type":"Class Feat","prerequisite":"3rd level Fighter, Battle Master","normal":"","special":"","benefit":"At 3rd level, you gain proficiency with one type of artisan's tools of your choice.","full_text":"<div><h2>Student of War [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter, Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, you gain proficiency with one type of artisan's tools of your choice.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3132","name":"Know Your Enemy","type":"Class Feat","prerequisite":"7th level Fighter, Battle Master","normal":"","special":"","benefit":"Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:","full_text":"<div><h2>Know Your Enemy [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Fighter, Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:<\/p><div class=\"page\" title=\"Page 75\"><div class=\"layoutArea\"><div class=\"column\"><ul><li>Strength score<\/li><li>Dexterity score<\/li><li>Constitution score<\/li><li>Armor Class<\/li><li>Current hit points<\/li><li>Total class levels (if any)<\/li><li>Fighter class levels (if any)<\/li><\/ul><\/div><\/div><\/div><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3133","name":"Improved Combat Superiority","type":"Class Feat","prerequisite":"10th level Fighter, Battle Master","normal":"","special":"","benefit":"At 10th level, your superiority dice turn into dlOs. At 18th level, they turn into d12s,","full_text":"<div><h2>Improved Combat Superiority [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Fighter, Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> At 10th level, your superiority dice turn into dlOs. At 18th level, they turn into d12s,<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3134","name":"Relentless","type":"Class Feat","prerequisite":"15th level Fighter, Battle Master","normal":"","special":"","benefit":"Starting at 15th level. when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.","full_text":"<div><h2>Relentless [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Fighter, Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 15th level. when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3136","name":"Weapon Bond","type":"Class Feat","prerequisite":"3rd level Fighter, Eldritch Knight","normal":"","special":"","benefit":"At 3rd level, 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 dune","full_text":"<h2>Weapon Bond [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter, Eldritch Knight<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, 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. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.<\/p><div class=\"page\" title=\"Page 76\"><div class=\"layoutArea\"><div class=\"column\"><p>You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.<\/p><\/div><\/div><\/div><\/div><p><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/p><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3137","name":"War Magic","type":"Class Feat","prerequisite":"7th level Fighter, Eldritch Knight","normal":"","special":"","benefit":"Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.","full_text":"<div><h2>War Magic [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Fighter, Eldritch Knight<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3138","name":"Eldritch Strike","type":"Class Feat","prerequisite":"10th level Fighter, Eldritch Knight","normal":"","special":"","benefit":"At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.","full_text":"<div><h2>Eldritch Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Fighter, Eldritch Knight<\/p><\/div><div><p><b>Benefit:<\/b> At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3139","name":"Arcane Charge","type":"Class Feat","prerequisite":"15th level Fighter, Eldritch Knight","normal":"","special":"","benefit":"At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can telcport before or after the additional action.","full_text":"<div><h2>Arcane Charge [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Fighter, Eldritch Knight<\/p><\/div><div><p><b>Benefit:<\/b> At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can telcport before or after the additional action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3140","name":"Improved War Magic","type":"Class Feat","prerequisite":"18th level Fighter, Eldritch Knight","normal":"","special":"","benefit":"Starting at 18th level, when you use your action to cast a spell. you can make one weapon attack as a bonus action.","full_text":"<div><h2>Improved War Magic [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Fighter, Eldritch Knight<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 18th level, when you use your action to cast a spell. you can make one weapon attack as a bonus action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Fighter\" href=\"http:\/\/class.com\/fighter\" target=\"_blank\">Fighter<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3141","name":"Martial Arts","type":"Class Feat","prerequisite":"Monk","normal":"","special":"","benefit":"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \u2022 You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \u2022 You can roll a d4 in place of the ","full_text":"<div><h2>Martial Arts [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Monk<\/p><\/div><div><p><b>Benefit:<\/b> At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.<\/p><p>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:<\/p><p>&bull; You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.<\/p><p>&bull; You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.<\/p><p>&bull; When you usc the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter- staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.<\/p><p>Certain monasteries use specialized Forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon. you can use the game statistics provided for the weapon in chapter 5.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3142","name":"Ki","type":"Class Feat","prerequisite":"2nd level Monk","normal":"","special":"","benefit":"Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unava","full_text":"<div><h2>Ki [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features.<\/p><p>You start knowing three such features:<\/p><ul><li>Flurry of Blows<\/li><li>Patient Defense<\/li><li>Step of the Wind<\/li><\/ul><p>You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.<\/p><p>Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:<\/p><p>Ki save DC &mdash; 8 + your proficiency bonus + your Wisdom modifier<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3143","name":"Flurry of Blows","type":"Class Feat","prerequisite":"2nd level Monk","normal":"","special":"","benefit":"Immediately after you take the Attack action on your turn, you can spend I ki point to make two unarmed strikes as a bonus action.","full_text":"<div><h2>Flurry of Blows [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Immediately after you take the Attack action on your turn, you can spend I ki point to make two unarmed strikes as a bonus action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3144","name":"Patient Defense","type":"Class Feat","prerequisite":"2nd level Monk","normal":"","special":"","benefit":"You can spend 1 ki point to take the Dodge action as a bonus action on your turn.","full_text":"<div><h2>Patient Defense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Monk<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 1 ki point to take the Dodge action as a bonus action on your turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3145","name":"Step of the Wind","type":"Class Feat","prerequisite":"2nd level Monk","normal":"","special":"","benefit":"You can spend I ki point to take the Disengage or Dash action as a bonus action on your turn. and your jump distance is doubled for the turn.","full_text":"<div><h2>Step of the Wind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Monk<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 1&nbsp;ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3146","name":"Unarmored Movement","type":"Class Feat","prerequisite":"2nd level Monk","normal":"","special":"","benefit":"Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.","full_text":"<div><h2>Unarmored Movement [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3148","name":"Deflect Missiles","type":"Class Feat","prerequisite":"3rd level Monk","normal":"","special":"","benefit":"Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you","full_text":"<div><h2>Deflect Missile [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3149","name":"Slow Fall","type":"Class Feat","prerequisite":"4th level Monk","normal":"","special":"","benefit":"Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.","full_text":"<div><h2>Slow Fall [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 4th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3150","name":"Stunning Strike","type":"Class Feat","prerequisite":"5th level Monk","normal":"","special":"","benefit":" Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.","full_text":"<div><h2>Stunning Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.<\/p><\/div><br \/><br \/><b>Used Class: <\/b><a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3151","name":"Ki-Empowered Strike","type":"Class Feat","prerequisite":"6th level Monk","normal":"","special":"","benefit":"Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.","full_text":"<div><h2>Ki-Empowered Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3152","name":"Evasion","type":"Class Feat","prerequisite":"7th level Monk, 7th level Rogue","normal":"","special":"","benefit":"At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireballspell. 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,","full_text":"<div><h2>Evasion [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Monk, 7th level Rogue<\/p><\/div><div><p><b>Benefit:<\/b>&nbsp;<\/p><p><strong>7th level Monk:<\/strong> At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireballspell. 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.<\/p><\/div><div class=\"page\" title=\"Page 97\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>7th level Rogue:<\/strong> Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<\/p><\/div><\/div><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a>,&nbsp;<a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3153","name":"Stillness of Mind","type":"Class Feat","prerequisite":"7th level Monk","normal":"","special":"","benefit":"Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.","full_text":"<div><h2>Stillness of Mind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3154","name":"Purity of Body","type":"Class Feat","prerequisite":"10th level Monk","normal":"","special":"","benefit":"At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.","full_text":"<div><h2>Purity of Body [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3155","name":"Tongue of the Sun and Moon","type":"Class Feat","prerequisite":"13th level Monk","normal":"","special":"","benefit":" Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.","full_text":"<div><h2>Tongue of the Sun and Moon [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 13th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3156","name":"Diamond Soul","type":"Class Feat","prerequisite":"14th level Monk","normal":"","special":"","benefit":"Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.","full_text":"<div><h2>Diamond Soul [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.<\/p><p>Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3158","name":"Empty Body","type":"Class Feat","prerequisite":"18th level Monk","normal":"","special":"","benefit":"Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute.","full_text":"<h2>Empty Body [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.<\/p><div class=\"page\" title=\"Page 80\"><div class=\"layoutArea\"><div class=\"column\"><p>Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.<br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/p><\/div><\/div><\/div><\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3159","name":"Perfect Self","type":"Class Feat","prerequisite":"20th level Monk","normal":"","special":"","benefit":"At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.","full_text":"<div><h2>Perfect Self [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Monk<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3161","name":"Wholeness of Body","type":"Class Feat","prerequisite":"6th level Monk, Way of the Open Hand","normal":"","special":"","benefit":"At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times","full_text":"<h2>Wholeness of Body [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Monk, Way of the Open Hand<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.<\/p><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/p><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3162","name":"Tranquility","type":"Class Feat","prerequisite":"11th level Monk, Way of the Open Hand","normal":"","special":"","benefit":"Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 4-your Wisdom modifiers- your proficiency bonus.","full_text":"<div><h2>Tranquility [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Monk, Way of the Open Hand<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 4-your Wisdom modifiers- your proficiency bonus.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3163","name":"Quivering Palm","type":"Class Feat","prerequisite":"17th level Monk, Way of the Open Hand","normal":"","special":"","benefit":"At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. if it fails, it is reduced to 0 hit point","full_text":"<div><h2>Quivering Palm [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Monk, Way of the Open Hand<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. if it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.<\/p><p>You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3165","name":"Shadow Arts","type":"Class Feat","prerequisite":"6th level Monk, Way of Shadow","normal":"","special":"","benefit":"Starting when you choose this tradition at 3rd level. you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.","full_text":"<div><h2>Shadow Arts [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Monk, Way of Shadow<\/p><\/div><div><p><b>Benefit:<\/b> Starting when you choose this tradition at 3rd level. you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3166","name":"Shadow Step","type":"Class Feat","prerequisite":"6th level Monk, Way of Shadow","normal":"","special":"","benefit":"At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.","full_text":"<div><h2>Shadow Step [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b>&nbsp;6th level Monk, Way of Shadow<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3167","name":"Cloak of Shadows","type":"Class Feat","prerequisite":"11th level Monk, Way of Shadow","normal":"","special":"","benefit":"By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.","full_text":"<div><h2>Cloak of Shadows [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Monk, Way of Shadow<\/p><\/div><div><p><b>Benefit:<\/b> By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3168","name":"Opportunist","type":"Class Feat","prerequisite":"17th level Monk, Way of Shadow","normal":"","special":"","benefit":"At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.","full_text":"<div><h2>Opportunist [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Monk, Way of Shadow<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3170","name":"Discipel of the Elements","type":"Class Feat","prerequisite":"3rd level Monk, Way of the Four Elements","normal":"","special":"","benefit":"Elemental Disciplines","full_text":"<h2>Discipel of the Elements [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk, Way of the Four Elements<\/p><\/div><div><p><b>Benefit:<\/b>&nbsp;<\/p><div class=\"page\" title=\"Page 81\"><div class=\"layoutArea\"><div class=\"column\"><p>When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.<\/p><p>You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the \"Elemental Disciplines\" section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.<\/p><p>Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.<\/p><p>Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.<\/p><p>Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).<\/p><p>The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.<\/p><\/div><\/div><\/div><\/div><div class=\"page\" title=\"Page 81\"><div class=\"layoutArea\"><div class=\"column\"><table><tbody><tr><td colspan=\"2\"><strong>SPELLS AND Ki POINTS&nbsp;<\/strong> &nbsp;&nbsp;&nbsp;<\/td><\/tr><tr><td>Monk Levels<\/td><td>Maximum Ki Points for a Spell<\/td><\/tr><tr><td>5th-8th<\/td><td style=\"text-align: center;\">3<\/td><\/tr><tr><td>9th-12th<\/td><td style=\"text-align: center;\">4<\/td><\/tr><tr><td>13th-16th<\/td><td style=\"text-align: center;\">5<\/td><\/tr><tr><td>17th-20th<\/td><td style=\"text-align: center;\">6<\/td><\/tr><\/tbody><\/table><\/div><\/div><\/div><div class=\"page\" title=\"Page 82\"><div class=\"layoutArea\"><div class=\"column\"><h3>Elemental Disciplines<\/h3><p>The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.<\/p><p><strong>Breath of Winter (17th Level Required).<\/strong> You can spend 6 ki points to cast cone of cold.<\/p><p><strong>Clench of the North Wind (6th Level Required).<\/strong> You can spend 3 ki points to cast hold person.<\/p><p><strong>Elemental Attunement.<\/strong> You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:<\/p><ul><li>Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.<\/li><li>Instantaneously light or snuff out a candle, a torch, or a small campfire.<\/li><li>Chill or warm up to 1 pound of nonliving material for up to 1 hour.<\/li><li>Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you desig- nate for 1 minute.<\/li><\/ul><p><strong>Eternal Mountain Defense (17th Level Required).&nbsp;<\/strong>You can spend 5 ki points to cast stoneskin, targetingyourself.<\/p><p><strong>Fangs of the Fire Snake.<\/strong> When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn, A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.<\/p><p><strong>Fist of Four Thunders.<\/strong> You can spend 2 ki points to cast thunderwave.<\/p><p><strong>Fist of Unbroken Air.<\/strong> You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.<\/p><p><strong>Flames of the Phoenix (11th Level Required).<\/strong> You can spend 4 ki points to cast fireball.<\/p><p><strong>Gong of the Summit (6th Level Required).<\/strong> You can spend 3 ki points to cast shatter.<\/p><p><strong>Mist Stance (11th Level Required).<\/strong> You can spend 4 ki points to castgaseous form, targeting yourself.<\/p><p><strong>Ride the Wind (11th Level Required).<\/strong> You can spend 4 ki points to cast fly, targeting yourself.<\/p><p><strong>River of Hungry Flame (17th Level Required).<\/strong> You can spend 5 ki points to cast wall of fire.<\/p><p><strong>Rush of the Gale Spirits.<\/strong> You can spend 2 ki points to cast gust of wind.<\/p><div class=\"page\" title=\"Page 82\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Shape the Flowing River.<\/strong> As an action, you can spend I ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.<\/p><p><strong>Sweeping Cinder Strike.<\/strong> You can spend 2 ki points to cast burning hands.<\/p><p><strong>Water Whip.<\/strong>You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls<br \/> a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, phis an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.<\/p><p><strong>Wave of Rolling Earth (17th Level Required).<\/strong> You can spend 6 ki points to cast wall of stone.<br \/><br \/><b>Used Class:<\/b> <a title=\"Monk\" href=\"http:\/\/class.com\/monk\" target=\"_blank\">Monk<\/a><\/p><\/div><\/div><\/div><\/div><\/div><\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3171","name":"Divine Sense","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strand von Zarovich, for instance). Within t","full_text":"<div><h2>Divine Sense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strand von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3172","name":"Lay on Hands","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5, As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affectin","full_text":"<div><h2>Lay on Hands [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5, As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3173","name":"Divine Smite","type":"Class Feat","prerequisite":"2nd level Paladin","normal":"","special":"","benefit":"Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.","full_text":"<div><h2>Divine Smite [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Paladin<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3174","name":"Divine Health","type":"Class Feat","prerequisite":"3rd level Paladin","normal":"","special":"","benefit":"By 3rd level, the divine magic flowing through you makes you immune to disease.","full_text":"<div><h2>Divine Health [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Paladin<\/p><\/div><div><p><b>Benefit:<\/b> By 3rd level, the divine magic flowing through you makes you immune to disease.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3176","name":"Aura of Protection","type":"Class Feat","prerequisite":"6th level Paladin","normal":"","special":"","benefit":"Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.","full_text":"<div><h2>Aura of Protection [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Paladin<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3177","name":"Aura of Courage","type":"Class Feat","prerequisite":"10th level Paladin","normal":"","special":"","benefit":"Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.","full_text":"<div><h2>Aura of Courage [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Paladin<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3178","name":"Improved Divine Smite","type":"Class Feat","prerequisite":"11th level Paladin","normal":"","special":"","benefit":"By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.","full_text":"<div><h2>Improved Divine Smite [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Paladin<\/p><\/div><div><p><b>Benefit:<\/b> By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3179","name":"Cleansing Touch","type":"Class Feat","prerequisite":"14th level Paladin","normal":"","special":"","benefit":"Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.","full_text":"<div><h2>Cleansing Touch [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Paladin<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3183","name":"Aura of Devotion","type":"Class Feat","prerequisite":"7th level Paladin, Oath of Devotion","normal":"","special":"","benefit":"Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.","full_text":"<div><h2>Aura of Devotion [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Paladin, Oath of Devotion<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3184","name":"Purity of Spirit","type":"Class Feat","prerequisite":"15th level Paladin, Oath of Devotion","normal":"","special":"","benefit":"Beginning at 15th level, you are always under the effects of a protection from evil and good spell.","full_text":"<div><h2>Purity of Spirit [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Paladin, Oath of Devotion<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 15th level, you are always under the effects of a \"<em>protection from evil and good<\/em>\" spell.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3185","name":"Holy Nimbus","type":"Class Feat","prerequisite":"20th level Paladin, Oath of Devotion","normal":"","special":"","benefit":"At 20th level, as an action, you can emanate an aura of sunlight. For I minute. bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.","full_text":"<div><h2>Holy Nimbus [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Paladin, Oath of Devotion<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, as an action, you can emanate an aura of sunlight. For I minute. bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3186","name":"Aura of Warding","type":"Class Feat","prerequisite":"7th level Paladin, Oath of the Ancients","normal":"","special":"","benefit":"Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.","full_text":"<div><h2>Aura of Warding [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Paladin, Oath of the Ancients<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3187","name":"Undying Sentinel","type":"Class Feat","prerequisite":"15th level Paladin, Oath of the Ancient","normal":"","special":"","benefit":"Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.","full_text":"<div><h2>Undying Sentinel [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Paladin, Oath of the Ancient<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3188","name":"Elder Champion","type":"Class Feat","prerequisite":"20th level Paladin, Oath of the Ancient","normal":"","special":"","benefit":"At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss- like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: \u2022 At the start of each of your turns, you regain 10 hit points. \u2022 Whenever you cast a paladin spell that has a casting time of 1 action, you can ","full_text":"<div><h2>Elder Champion [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Paladin, Oath of the Ancient<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss- like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:<\/p><ul><li>At the start of each of your turns, you regain 10 hit points.<\/li><li>Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.<\/li><li>Enemy creatures within 10 feet of you have disadvan- tage on saving throws against your paladin spells and Channel Divinity options.<\/li><\/ul><p>Once you use this feature, you can't use it again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3189","name":"Relentless Avenger","type":"Class Feat","prerequisite":"7th level Paladin, Oath of Vengeance","normal":"","special":"","benefit":"By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.","full_text":"<div><h2>Relentless Avenger [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Paladin, Oath of Vengeance<\/p><\/div><div><p><b>Benefit:<\/b> By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3190","name":"Soul of Vengeance","type":"Class Feat","prerequisite":"15th level Paladin, Oath of Vengeance","normal":"","special":"","benefit":"Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.","full_text":"<div><h2>Soul of Vengeance [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Paladin, Oath of Vengeance<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3191","name":"Avenging Angel","type":"Class Feat","prerequisite":"20th level Paladin, Oath of Vengeance","normal":"","special":"","benefit":"At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: \u2022 Wings sprout from your back and grant you a flying speed of 60 feet. \u2022 You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become fright- ened of you for 1 minute or until it takes any damage. Attack rolls aga","full_text":"<div><h2>Avenging Angel [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Paladin, Oath of Vengeance<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:<\/p><ul><li>Wings sprout from your back and grant you a flying speed of 60 feet.<\/li><li>You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become fright- ened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.<\/li><\/ul><p>Once you use this feature, you can't use it again until you finish a long rest<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Paladin\" href=\"http:\/\/class.com\/paladin\" target=\"_blank\">Paladin<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3192","name":"Favored Enemy","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and ores) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on intelligence checks to recall in","full_text":"<h2>Favored Enemy [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<\/p><p>Choose a type of favored enemy:<\/p><ul><li>aberrations<\/li><li>beasts<\/li><li>celestials<\/li><li>constructs<\/li><li>dragons<\/li><li>elementals<\/li><li>fey<\/li><li>fiends<\/li><li>giants<\/li><li>monstrosities<\/li><li>oozes<\/li><li>plants<\/li><li>undead<\/li><li>alternatively, you can select two races of humanoid (such as gnolls and ores) as favored enemies.<\/li><\/ul><p>You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all, You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.<br \/><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/p><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3193","name":"Natural Explorer","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your\u2022 favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: \u2022 Difficult te","full_text":"<div><h2>Natural Explorer [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.<\/p><p>Choose one type of favored terrain:<\/p><ul><li>arctic<\/li><li>coast<\/li><li>desert<\/li><li>forest<\/li><li>grassland<\/li><li>mountain<\/li><li>swamp<\/li><li>Underdark<\/li><\/ul><p>When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.<\/p><p>While traveling for an hour or more in your favored terrain, you gain the following benefits:<\/p><ul><li>Difficult terrain doesn't slow your group's travel.<\/li><li>Your group can't become lost except by magical means.<\/li><li>Even when you are engaged in another activity while traveling (such as foraging, navigating, or (racking), you remain alert to danger.<\/li><li>if you are traveling alone, you can move stealthily at a normal pace.<\/li><li>When you forage, you find twice as much food as you normally would.<\/li><li>While tracking other creatures, you also learn (heir exact number, their sizes, and how long ago they passed through the area.<\/li><\/ul><p>You choose additional favored terrain types at 6th and 10th level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><div>&nbsp;<\/div><\/div><\/div>","reference":"PhB"},{"id":"3195","name":"Primeval Awareness","type":"Class Feat","prerequisite":"3rd level Ranger","normal":"","special":"","benefit":"Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.","full_text":"<div><h2>Primeval Awareness [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3196","name":"Hide in Plain Sight","type":"Class Feat","prerequisite":"10th level Ranger","normal":"","special":"","benefit":"Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you","full_text":"<div><h2>Hide in Plain Sight [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3197","name":"Vanish","type":"Class Feat","prerequisite":"14th level Ranger","normal":"","special":"","benefit":"Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail","full_text":"<div><h2>Vanish [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3198","name":"Feral Senses","type":"Class Feat","prerequisite":"18t level Ranger","normal":"","special":"","benefit":"At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.","full_text":"<div><h2>Feral Senses [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18t level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3199","name":"Foe Slyer","type":"Class Feat","prerequisite":"20th level Ranger","normal":"","special":"","benefit":"At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","full_text":"<div><h2>Foe Slyer [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Ranger<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3201","name":"Hunter's Prey","type":"Class Feat","prerequisite":"3rd level Ranger, Hunter","normal":"","special":"","benefit":"At 3rd level, you gain one of the following features of your choice. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can","full_text":"<div><h2>Hunter's Prey [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Ranger, Hunter<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, you gain one of the following features of your choice.<\/p><p><strong>Colossus Slayer.<\/strong> Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.<\/p><p><strong>Giant Killer.<\/strong> When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.<\/p><p><strong>Horde Breaker.<\/strong> Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3202","name":"Defensive Tactics","type":"Class Feat","prerequisite":"7th level Ranger, Hunter","normal":"","special":"","benefit":"At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened.","full_text":"<div><h2>Defensive Tactics [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Ranger, Hunter<\/p><\/div><div><p><b>Benefit:<\/b> At 7th level, you gain one of the following features of your choice.<\/p><p><strong>Escape the Horde.<\/strong> Opportunity attacks against you are made with disadvantage.<\/p><p><strong>Multiattack Defense.<\/strong> When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<\/p><p><strong>Steel Will.<\/strong> You have advantage on saving throws against being frightened.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3203","name":"Multi Attack","type":"Class Feat","prerequisite":"11th level Ranger, Hunter","normal":"","special":"","benefit":"At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.","full_text":"<div><h2>Multi Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Ranger, Hunter<\/p><\/div><div><p><b>Benefit:<\/b> At 11th level, you gain one of the following features of your choice.<\/p><p><strong>Volley<\/strong>. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<\/p><p><strong>Whirlwind Attack.<\/strong> You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3204","name":"Superior Hunter's Defense","type":"Class Feat","prerequisite":"15th level Ranger, Hunter","normal":"","special":"","benefit":"At 15th level, you gain one of the following features of your choice.","full_text":"<h2>Superior Hunter's Defense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Ranger, Hunter<\/p><\/div><div><p><b>Benefit:<\/b> At 15th level, you gain one of the following features of your choice.<\/p><div class=\"page\" title=\"Page 94\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Evasion.<\/strong> You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<\/p><div class=\"page\" title=\"Page 94\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Stand Against the Tide.<\/strong> When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.<\/p><p><strong>Uncanny Dodge.<\/strong> When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.<\/p><\/div><\/div><\/div><\/div><\/div><\/div><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/p><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3206","name":"Ranger's Compagnion","type":"Class Feat","prerequisite":"3rd level Ranger, Beast Master","normal":"","special":"","benefit":"At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1\/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger le","full_text":"<div><h2>Ranger's Compagnion [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Ranger, Beast Master<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1\/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3207","name":"Exceptional Training","type":"Class Feat","prerequisite":"7th level Ranger, Beast Master","normal":"","special":"","benefit":"Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.","full_text":"<div><h2>Exceptional Training [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Ranger, Beast Master<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3208","name":"Bestial Fury","type":"Class Feat","prerequisite":"11th level Ranger, Beast Master","normal":"","special":"","benefit":"Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.","full_text":"<div><h2>Bestial Fury [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Ranger, Beast Master<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3209","name":"Share Spells","type":"Class Feat","prerequisite":"15th level Ranger, Beast Master","normal":"","special":"","benefit":"Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.","full_text":"<div><h2>Share Spells [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Ranger, Beast Master<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Ranger\" href=\"http:\/\/class.com\/ranger\" target=\"_blank\">Ranger<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3210","name":"Sneak Attack","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in ","full_text":"<div><h2>Sneak Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3211","name":"Thieves' Cant","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, wh","full_text":"<h2>Thieves' Cant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.<\/p><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/p><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3212","name":"Cunning Action","type":"Class Feat","prerequisite":"2nd level Rogue","normal":"","special":"","benefit":"dd","full_text":"<h2>Cunning Action [General]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Rogue<\/p><\/div><div><p><b>Benefit:<\/b>&nbsp;Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.<br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/p><p><strong>Reference:&nbsp;<\/strong><\/p><\/div>","reference":"PhB"},{"id":"3214","name":"Uncanny Dodge","type":"Class Feat","prerequisite":"5th level Rogue","normal":"","special":"","benefit":"level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.","full_text":"<div><h2>Uncanny Dodge [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Rogue<\/p><\/div><div><p><b>Benefit:<\/b>&nbsp;Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3215","name":"Reliable Talent","type":"Class Feat","prerequisite":"11th level Rogue","normal":"","special":"","benefit":"By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.","full_text":"<div><h2>Reliable Talent [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Rogue<\/p><\/div><div><p><b>Benefit:<\/b> By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3216","name":"Blindsense","type":"Class Feat","prerequisite":"14th level Rogue","normal":"","special":"","benefit":"Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.","full_text":"<div><h2>Blindsense [General]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Rogue<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3217","name":"Slippery Mind","type":"Class Feat","prerequisite":"15th level Rogue","normal":"","special":"","benefit":"By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.","full_text":"<div><h2>Slippery Mind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Rogue<\/p><\/div><div><p><b>Benefit:<\/b> By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3218","name":"Elusive","type":"Class Feat","prerequisite":"18th level Rogue","normal":"","special":"","benefit":"Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.","full_text":"<div><h2>Elusive [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Rogue<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3219","name":"Stroke of Luck","type":"Class Feat","prerequisite":"20th level Rogue","normal":"","special":"","benefit":"At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively. if you fail an ability check, you can treat the d20 roll as a 20. -Once you use this feature, you can't use it again until you finish a short or long rest.","full_text":"<div><h2>Stroke of Luck [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Rogue<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively. if you fail an ability check, you can treat the d20 roll as a 20. -Once you use this feature, you can't use it again until you finish a short or long rest.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3221","name":"Fast Hands","type":"Class Feat","prerequisite":"3rd level Rogue, Thief","normal":"","special":"","benefit":"Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.","full_text":"<div><h2>Fast Hands [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Rogue, Thief<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3222","name":"Second-Story Work","type":"Class Feat","prerequisite":"3rd level Rogue, Thief","normal":"","special":"","benefit":"When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. ln addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.","full_text":"<div><h2>Second-Story Work [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Rogue, Thief<\/p><\/div><div><p><b>Benefit:<\/b> When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. ln addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3223","name":"Supreme Sneak","type":"Class Feat","prerequisite":"9th level Rogue, Thief","normal":"","special":"","benefit":"Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.","full_text":"<div><h2>Supreme Sneak [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Rogue, Thief<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div>","reference":"PhB"},{"id":"3224","name":"Use Magic Device","type":"Class Feat","prerequisite":"13th level Rogue, Thief","normal":"","special":"","benefit":"By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.","full_text":"<div><h2>Use Magic Device [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 13th level Rogue, Thief<\/p><\/div><div><p><b>Benefit:<\/b> By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3225","name":"Thief's Reflexes","type":"Class Feat","prerequisite":"17th level Rogue, Thief","normal":"","special":"","benefit":"When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your","full_text":"<h2>Thief's Reflexes [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Rogue, Thief<\/p><\/div><div><p><b>Benefit:<\/b> When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.<\/p><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/p><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3227","name":"Assassinate","type":"Class Feat","prerequisite":"3rd level Rogue, Assassin","normal":"","special":"","benefit":"Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.","full_text":"<div><h2>Assassinate [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Rogue, Assassin<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3228","name":"Infiltration Expertise","type":"Class Feat","prerequisite":"9th level Rogue, Assassin","normal":"","special":"","benefit":"Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants, ","full_text":"<div><h2>Infiltration Expertise [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Rogue, Assassin<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants, Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3229","name":"Impostor","type":"Class Feat","prerequisite":"13th level Rogue, Assassin","normal":"","special":"","benefit":"At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.","full_text":"<div><h2>Impostor [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 13th level Rogue, Assassin<\/p><\/div><div><p><b>Benefit:<\/b> At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3230","name":"Death Strike","type":"Class Feat","prerequisite":"17th level Rogue, Assassin","normal":"","special":"","benefit":"Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.","full_text":"<div><h2>Death Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Rogue, Assassin<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3232","name":"Mage Hand Legerdemain","type":"Class Feat","prerequisite":"3rd level Rogue, Arcane Trickster","normal":"","special":"","benefit":"Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: \u2022 You can stow one object the hand is holding in a container worn or carried by another creature. \u2022 You can retrieve an object in a container worn or carried by another creature. \u2022 You can use thieves' tools to pick locks and disarm traps at range.","full_text":"<div><h2>Mage Hand Legerdemain [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Rogue, Arcane Trickster<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:<\/p><ul><li>You can stow one object the hand is holding in a container worn or carried by another creature.<\/li><li>You can retrieve an object in a container worn or carried by another creature.<\/li><li>You can use thieves' tools to pick locks and disarm traps at range.<\/li><\/ul><div class=\"page\" title=\"Page 99\"><div class=\"layoutArea\"><div class=\"column\"><p>You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.<\/p><p>In addition, you can use the bonus action granted by your Cunning Action to control the hand.<\/p><\/div><\/div><\/div><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><div>&nbsp;<\/div><\/div>","reference":"PhB"},{"id":"3233","name":"Magical Ambush","type":"Class Feat","prerequisite":"9th level Rogue, Arcane Trickster","normal":"","special":"","benefit":"Starting at 9th level, if you are hidden from a creature when you cast a spell on it. the creature has disadvantage on any saving throw it makes against the spell this turn.","full_text":"<div><h2>Magical Ambush [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Rogue, Arcane Trickster<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 9th level, if you are hidden from a creature when you cast a spell on it. the creature has disadvantage on any saving throw it makes against the spell this turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3234","name":"Versatile Trickster","type":"Class Feat","prerequisite":"13th level Rogue, Arcane Trickster","normal":"","special":"","benefit":"At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.","full_text":"<div><h2>Versatile Trickster [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 13th level Rogue, Arcane Trickster<\/p><\/div><div><p><b>Benefit:<\/b> At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3235","name":"Spell Thief","type":"Class Feat","prerequisite":"137th level Rogue, Arcane Trickster","normal":"","special":"","benefit":"At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least lst level and of a level you c","full_text":"<div><h2>Spell Thief [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 137th level Rogue, Arcane Trickster<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least lst level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. Once you use this feature, you can't use it again until you finish a long rest.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Rogue\" href=\"http:\/\/class.com\/rogue\" target=\"_blank\">Rogue<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3237","name":"Font of Magic","type":"Class Feat","prerequisite":"2nd level Sorcerer","normal":"","special":"","benefit":"At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. SORCERY POINTS You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. FLEXIBLE CASTING You can use your sorcery ","full_text":"<h2>Font of Magic [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.<\/p><p><strong>Sorcery Points:<\/strong> You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.<\/p><p><strong>Flexible Casting:<\/strong> You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.<\/p><p><strong>Creating Spell Slots.<\/strong> You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.<\/p><table><tbody><tr><td colspan=\"2\"><strong>CREATING SPELL SLOTS<\/strong><\/td><\/tr><tr><td>&nbsp;<em>Spell Slot Level<\/em><\/td><td><em>Sorcery Point Cost <\/em><\/td><\/tr><tr><td>1st<\/td><td>2<\/td><\/tr><tr><td>2nd<\/td><td>3<\/td><\/tr><tr><td>3rd<\/td><td>5<\/td><\/tr><tr><td>4th<\/td><td>6<\/td><\/tr><tr><td>5th<\/td><td>7<\/td><\/tr><\/tbody><\/table><p>&nbsp;<\/p><p><strong>Converting a Spell Slot to Sorcery Points.<\/strong> As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.<br \/><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/p><\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3238","name":"Metamagic","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.","full_text":"<h2>Metamagic [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.<\/p><div class=\"page\" title=\"Page 103\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Carefull Spell:<\/strong> When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<\/p><p><strong>Distant Spell:<\/strong>&nbsp;When you cast a spell that has a range of 5 feet or greater. you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend I sorcery point to make the range of the spell 30 feet.<\/p><p><strong>Empowered Spell:&nbsp;<\/strong>When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.<\/p><p><strong>Extended Spell:&nbsp;<\/strong>When you cast a spell that has a duration of 1 minute or longer, you can spend I sorcery point to double its duration, to a maximum duration of 24 hours.<\/p><p><strong>Heightened Spell:&nbsp;<\/strong>When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.<\/p><p><strong>Quickened Spell:&nbsp;<\/strong>When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.<\/p><p><strong>Subtle Spell:&nbsp;<\/strong>When you cast a spell, you can spend 1 sorcery point to east it without any somatic or verbal components.<\/p><p><strong>Twinned Spell:&nbsp;<\/strong>When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example: <em>magic missile<\/em> and <em>scorching ray<\/em> aren't eligible, but <em>ray of frost<\/em> and <em>chromatic orb<\/em> are.<br \/><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/p><\/div><\/div><\/div><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3239","name":"Sorcerous Restoration","type":"Class Feat","prerequisite":"20th level Sorcerer","normal":"","special":"","benefit":"At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.","full_text":"<div><h2>Sorcerous Restoration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3241","name":"Draconic Resilience","type":"Class Feat","prerequisite":"1st level Sorcerer, Draconic Ancestry","normal":"","special":"","benefit":"As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by I and increases by again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.","full_text":"<div><h2>Draconic Resilience [General]<\/h2><div><p><b>Prerequisite:<\/b> 1st level Sorcerer, Draconic Ancestry<\/p><\/div><div><p><b>Benefit:<\/b> As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by I and increases by again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3242","name":"Elemental Affinity","type":"Class Feat","prerequisite":"6th level Sorcerer, Draconic Ancestry","normal":"","special":"","benefit":"Starting at fith level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.","full_text":"<div><h2>Elemental Affinity [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Sorcerer, Draconic Ancestry<\/p><\/div><div><p><b>Benefit:<\/b> Starting at fith level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3243","name":"Dragon Wings","type":"Class Feat","prerequisite":"14th level Sorcerer, Draconic Ancestry","normal":"","special":"","benefit":"Ai 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.","full_text":"<div><h2>Dragon Wings [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Sorcerer, Draconic Ancestry<\/p><\/div><div><p><b>Benefit:<\/b> Ai 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3244","name":"Draconic Presence","type":"Class Feat","prerequisite":"18th level Sorcerer, Draconic Ancestry","normal":"","special":"","benefit":"Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or","full_text":"<div><h2>Draconic Presence [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Sorcerer, Draconic Ancestry<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3246","name":"Wild Magic Surge","type":"Class Feat","prerequisite":"1st level Sorcerer, Wild Magic","normal":"","special":"","benefit":"Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1. roll on the Wild Magic Surge table to create a random magical effect.","full_text":"<div><h2>Wild Magic Surge [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 1st level Sorcerer, Wild Magic<\/p><\/div><div><p><b>Benefit:<\/b> Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1. roll on the Wild Magic Surge table to create a random magical effect.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3247","name":"Tides of Chaos","type":"Class Feat","prerequisite":"1st level Sorcerer, Wild Magic","normal":"","special":"","benefit":"Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so. you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.","full_text":"<div><h2>Tides of Chaos [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 1st level Sorcerer, Wild Magic<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so. you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.<\/p><\/div><table class=\"d20\" border=\"0\" cellspacing=\"0\"><tbody><tr><td colspan=\"2\"><h2>Wild Magic Surge<\/h2><\/td><\/tr><tr><td><em><strong>d100<\/strong><\/em><\/td><td><em><strong>Effect<\/strong><\/em><\/td><\/tr><tr><td>01-02<\/td><td>Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.<\/td><\/tr><tr><td>03-04<\/td><td>For the next minute, you can see any invisible creature if you have line of sight to it.<\/td><\/tr><tr><td>05-06<\/td><td>A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later,<\/td><\/tr><tr><td>07-08<\/td><td>You cast fireball as a 3rd-level spell centered on yourself.<\/td><\/tr><tr><td>09-10<\/td><td>You cast magic missile as a 5th-level spell.&nbsp;<\/td><\/tr><tr><td>11-12<\/td><td>Roll a d10. Your height changes by a number of inches&nbsp;equal to the roll. If the roll is odd, you shrink. If the&nbsp;roll is even, you grow.<\/td><\/tr><tr><td>13-14<\/td><td>You cast confusion centered on yourself.<\/td><\/tr><tr><td>15-16<\/td><td>For the next minute, you regain 5 hit points at the start of each of your turns.<\/td><\/tr><tr><td>17-18<\/td><td>You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.<\/td><\/tr><tr><td>19-20<\/td><td>You cast grease centered on yourself.<\/td><\/tr><tr><td>21-22<\/td><td>Creatures have disadvantage on saving throws againstthe next spell you cast in the next minute that involves a saving throw.<\/td><\/tr><tr><td>23-24<\/td><td>Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.<\/td><\/tr><tr><td>25-26<\/td><td>An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.<\/td><\/tr><tr><td>27-28<\/td><td>For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. &nbsp;<\/td><\/tr><tr><td>29-30<\/td><td>You teleport up to 60 feet to an unoccupied space of your choice that you can see.<\/td><\/tr><tr><td>31-32<\/td><td>You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.<\/td><\/tr><tr><td>33-34<\/td><td>Maximize the damage of the next damaging spell you cast within the next minute.<\/td><\/tr><tr><td>35-36<\/td><td>Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.<\/td><\/tr><tr><td>37-38<\/td><td>1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.<\/td><\/tr><tr><td>39-40<\/td><td>You regain 2d10 hit points.<\/td><\/tr><tr><td>41-42<\/td><td>You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.<\/td><\/tr><tr><td>43-44<\/td><td>For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.<\/td><\/tr><tr><td>45-46<\/td><td>You cast levitate on yourself.<\/td><\/tr><tr><td>47-48<\/td><td>A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. &nbsp;<\/td><\/tr><tr><td>49-50<\/td><td>You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.<\/td><\/tr><tr><td>51-52<\/td><td>A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic<\/td><\/tr><tr><td>53-54<\/td><td>You are immune to being intoxicated by alcohol for the next 5d6 days.<\/td><\/tr><tr><td>55-56<\/td><td>Your hair falls out but grows back within 24 hours. &nbsp;<\/td><\/tr><tr><td>57-58<\/td><td>For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.<\/td><\/tr><tr><td>59-60<\/td><td>You regain your lowest-level expended spell slot. &nbsp; &nbsp;<\/td><\/tr><tr><td>61-62<\/td><td>For the next minute, you must shout when you speak.<\/td><\/tr><tr><td>63-64<\/td><td>You cast fog cloud centered on yourself.<\/td><\/tr><tr><td>65-66<\/td><td>Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.<\/td><\/tr><tr><td>67-68<\/td><td>You are frightened by the nearest creature until the end of your next turn.<\/td><\/tr><tr><td>69-70<\/td><td>Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.<\/td><\/tr><tr><td>71-72<\/td><td>You gain resistance to all damage far the next minute.<\/td><\/tr><tr><td>73-74<\/td><td>A random creature within 60 feet of you becomes poisoned for 1d4 hours.<\/td><\/tr><tr><td>75-76<\/td><td>You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.<\/td><\/tr><tr><td>77-78<\/td><td>You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.<\/td><\/tr><tr><td>79-80<\/td><td>Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.<\/td><\/tr><tr><td>81-82<\/td><td>You can take one additional action immediately.<\/td><\/tr><tr><td>83-84<\/td><td>Each creature within 30 feet of you takes 1d10 necrotic damage. &nbsp;You regain hit points equal to the sum of the necrotic damage dealt.<\/td><\/tr><tr><td>85-86<\/td><td>You cast mirror image.<\/td><\/tr><tr><td>87-88<\/td><td>You cast fly on a random creature within 60 feet of you.<\/td><\/tr><tr><td>89-90<\/td><td>You become invisible for the next minute_ During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.<\/td><\/tr><tr><td>91-92<\/td><td>If you die within the next minute, you immediately come back to life as if by the reincarnate spell.<\/td><\/tr><tr><td>93-94<\/td><td>Your size increases by one size category for the next minute.<\/td><\/tr><tr><td>95-96<\/td><td>You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.<\/td><\/tr><tr><td>97-98<\/td><td>You are surrounded by faint, ethereal music for the next minute.<\/td><\/tr><tr><td>99-00<\/td><td>You regain all expended sorcery points.<\/td><\/tr><\/tbody><\/table><br \/><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3248","name":"Bend Luck","type":"Class Feat","prerequisite":"6th level Sorcerer, Wild Magic","normal":"","special":"","benefit":"Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw. you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You","full_text":"<h2>Bend Luck [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Sorcerer, Wild Magic<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw. you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.<\/p><\/div><p><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/p><p><b>Reference:&nbsp;<\/b><\/p>","reference":"PhB"},{"id":"3249","name":"Controlled Chaos","type":"Class Feat","prerequisite":"14th level Sorcerer, Wild Magic","normal":"","special":"","benefit":"At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.","full_text":"<h2>Controlled Chaos [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Sorcerer, Wild Magic<\/p><\/div><div><p><b>Benefit:<\/b> At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.<\/p><table class=\"d20\" border=\"0\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td colspan=\"2\"><h2>Wild Magic Surge<\/h2><\/td><\/tr><tr><td><em><strong>d100<\/strong><\/em><\/td><td>Effect<\/td><\/tr><tr><td>01-02<\/td><td>Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.<\/td><\/tr><tr><td>03-04<\/td><td>For the next minute, you can see any invisible creature if you have line of sight to it.<\/td><\/tr><tr><td>05-06<\/td><td>A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later,<\/td><\/tr><tr><td>07-08<\/td><td>You cast fireball as a 3rd-level spell centered on yourself.<\/td><\/tr><tr><td>09-10<\/td><td>You cast magic missile as a 5th-level spell.&nbsp;<\/td><\/tr><tr><td>11-12<\/td><td>Roll a d10. Your height changes by a number of inches&nbsp;equal to the roll. If the roll is odd, you shrink. If the&nbsp;roll is even, you grow.<\/td><\/tr><tr><td>13-14<\/td><td>You cast confusion centered on yourself.<\/td><\/tr><tr><td>15-16<\/td><td>For the next minute, you regain 5 hit points at the start of each of your turns.<\/td><\/tr><tr><td>17-18<\/td><td>You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.<\/td><\/tr><tr><td>19-20<\/td><td>You cast grease centered on yourself.<\/td><\/tr><tr><td>21-22<\/td><td>Creatures have disadvantage on saving throws againstthe next spell you cast in the next minute that involves a saving throw.<\/td><\/tr><tr><td>23-24<\/td><td>Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.<\/td><\/tr><tr><td>25-26<\/td><td>An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.<\/td><\/tr><tr><td>27-28<\/td><td>For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. &nbsp;<\/td><\/tr><tr><td>29-30<\/td><td>You teleport up to 60 feet to an unoccupied space of your choice that you can see.<\/td><\/tr><tr><td>31-32<\/td><td>You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.<\/td><\/tr><tr><td>33-34<\/td><td>Maximize the damage of the next damaging spell you cast within the next minute.<\/td><\/tr><tr><td>35-36<\/td><td>Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.<\/td><\/tr><tr><td>37-38<\/td><td>1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.<\/td><\/tr><tr><td>39-40<\/td><td>You regain 2d10 hit points.<\/td><\/tr><tr><td>41-42<\/td><td>You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.<\/td><\/tr><tr><td>43-44<\/td><td>For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.<\/td><\/tr><tr><td>45-46<\/td><td>You cast levitate on yourself.<\/td><\/tr><tr><td>47-48<\/td><td>A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. &nbsp;<\/td><\/tr><tr><td>49-50<\/td><td>You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.<\/td><\/tr><tr><td>51-52<\/td><td>A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic<\/td><\/tr><tr><td>53-54<\/td><td>You are immune to being intoxicated by alcohol for the next 5d6 days.<\/td><\/tr><tr><td>55-56<\/td><td>Your hair falls out but grows back within 24 hours. &nbsp;<\/td><\/tr><tr><td>57-58<\/td><td>For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.<\/td><\/tr><tr><td>59-60<\/td><td>You regain your lowest-level expended spell slot. &nbsp; &nbsp;<\/td><\/tr><tr><td>61-62<\/td><td>For the next minute, you must shout when you speak.<\/td><\/tr><tr><td>63-64<\/td><td>You cast fog cloud centered on yourself.<\/td><\/tr><tr><td>65-66<\/td><td>Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.<\/td><\/tr><tr><td>67-68<\/td><td>You are frightened by the nearest creature until the end of your next turn.<\/td><\/tr><tr><td>69-70<\/td><td>Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.<\/td><\/tr><tr><td>71-72<\/td><td>You gain resistance to all damage far the next minute.<\/td><\/tr><tr><td>73-74<\/td><td>A random creature within 60 feet of you becomes poisoned for 1d4 hours.<\/td><\/tr><tr><td>75-76<\/td><td>You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.<\/td><\/tr><tr><td>77-78<\/td><td>You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.<\/td><\/tr><tr><td>79-80<\/td><td>Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.<\/td><\/tr><tr><td>81-82<\/td><td>You can take one additional action immediately.<\/td><\/tr><tr><td>83-84<\/td><td>Each creature within 30 feet of you takes 1d10 necrotic damage. &nbsp;You regain hit points equal to the sum of the necrotic damage dealt.<\/td><\/tr><tr><td>85-86<\/td><td>You cast mirror image.<\/td><\/tr><tr><td>87-88<\/td><td>You cast fly on a random creature within 60 feet of you.<\/td><\/tr><tr><td>89-90<\/td><td>You become invisible for the next minute_ During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.<\/td><\/tr><tr><td>91-92<\/td><td>If you die within the next minute, you immediately come back to life as if by the reincarnate spell.<\/td><\/tr><tr><td>93-94<\/td><td>Your size increases by one size category for the next minute.<\/td><\/tr><tr><td>95-96<\/td><td>You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.<\/td><\/tr><tr><td>97-98<\/td><td>You are surrounded by faint, ethereal music for the next minute.<\/td><\/tr><tr><td>99-00<\/td><td>You regain all expended sorcery points.<\/td><\/tr><\/tbody><\/table><\/div><p><br \/><b>Used Class:<\/b> <a title=\"Sorcerer\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/p><p><strong>Reference:&nbsp;<\/strong><\/p>","reference":"PhB"},{"id":"3250","name":"Spell Bombardment","type":"Class Feat","prerequisite":"18th level Sorcerer, Wild Magic","normal":"","special":"","benefit":"Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.","full_text":"<div><h2>Spell Bombardment [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Sorcerer, Wild Magic<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Sorceror\" href=\"http:\/\/class.com\/sorcerer\" target=\"_blank\">Sorcerer<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3251","name":"Otherworldly Patron","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":" At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.","full_text":"<div><h2>Otherworldly Patron [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> At 1st level, you have struck a bargain with an otherworldly being of your choice:<\/p><ul><li>the Archfey<\/li><li>the Fiend<\/li><li>the Great Old One<\/li><\/ul><p>each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3253","name":"Eldritch Invocations","type":"Class Feat","prerequisite":"2nd level Warlock","normal":"","special":"","benefit":"In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of ","full_text":"<h2>Eldritch Invocations [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.<\/p><p>At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.<\/p><p>Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.<\/p><\/div><div class=\"page\" title=\"Page 111\"><div class=\"layoutArea\"><div class=\"column\"><p>If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.<\/p><p><strong>AGONIZING BLAST<\/strong> Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.<\/p><div class=\"page\" title=\"Page 111\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>ARMOR OF SHADOWS<\/strong> You can cast mage armor on yourself at will, without expending a spell slot or material components.<\/p><p><strong>ASCENDANT STEP<\/strong> Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components.<\/p><p><strong>BEAST SPEECH<\/strong>&nbsp;You can cast speak with animals at will, without expending a spell slot.<\/p><p><strong>BEGUILING INFLUENCE<\/strong> You gain proficiency in the Deception and Persuasion skills.<\/p><p><strong>BEWITCHING WHISPERS<\/strong> Prerequisite: 7th level You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><p><strong>BOOK OF ANCIENT SECRETS<\/strong> Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.<\/p><p><strong>CHAINS OF CARCERI<\/strong> Prerequisite: 15th level, Pact of the Chain feature You can cast hold monster at will&mdash;targeting a celestial, fiend, or elemental&mdash;without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.<\/p><p><strong>DEVIL'S SIGHT<\/strong> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.<\/p><p><strong>DREADFUL WORD<\/strong> Prerequisite: 7th level You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><p><strong>ELDRITCH SIGHT<\/strong>&nbsp;You can cast detect magic at will, without expending a spell slot.<\/p><p><strong>ELDRITCH SPEAR<\/strong> &nbsp;Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet.<\/p><div class=\"page\" title=\"Page 112\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>EYES OF THE RUNE KEEPER<\/strong> You can read all writing.<\/p><p><strong>FIENDISH VIGOR<\/strong> You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.<\/p><p><strong>GAZE OF TWO MINDS<\/strong>&nbsp;You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same&nbsp;plane of existence as you, you can use your action&nbsp;on subsequent turns to maintain this connection. extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.<\/p><p><strong>LIFEDRINKER<\/strong> Prerequisite: 12th level, Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).<\/p><p><strong>MASK OF MANY FACES<\/strong> You can cast disguise self at will. without expending a spell slot.<\/p><p><strong>MASTER OF MYRIAD FORMS<\/strong> Prerequisite: 15th level You can cast alter self at will, without expending a spell slot.<\/p><p><strong>MINIONS OF CHAOS<\/strong> Prerequisite: 9th level You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><p><strong>MIRE THE MIND<\/strong> Prerequisite: 5th level You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><p><strong>MISTY VISIONS<\/strong> You can cast silent image at will, without expending a spell slot or material components.<\/p><p><strong>ONE WITH SHADOWS<\/strong> Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.<\/p><div class=\"page\" title=\"Page 112\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>OTHERWORLDLY LEAP<\/strong> Prerequisite: 9th level You can cast jump on yourself at will, without expending a spell slot or material components.<\/p><\/div><\/div><div class=\"layoutArea\"><div class=\"column\"><p><strong>REPELLING BLAST<\/strong> Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.<\/p><p><strong>SCULPTOR OF FLESH<\/strong> Prerequisite: 7th level You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><p><strong>SIGN OF ILL OMEN<\/strong> Prerequisite: 5th level You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><p><strong>THIEF OF FIVE FATES<\/strong> You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><p><strong>THIRSTING BLADE<\/strong> Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.<\/p><p><strong>VISIONS OF DISTANT REALMS<\/strong> Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot.<\/p><p><strong>VOICE OF THE CHAIN MASTER<\/strong> Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally. while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<\/p><p><strong>WHISPERS OF THE GRAVE<\/strong> Prerequisite: 9th level You can cast speak with dead at will, without expending a spell slot.<\/p><p><strong>WITCH SIGHT<\/strong> Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.<\/p><\/div><\/div><\/div><\/div><\/div><\/div><\/div><\/div><\/div><\/div><\/div><\/div><p><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/p><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3254","name":"Pact Boon","type":"Class Feat","prerequisite":"3rd level Warlock","normal":"","special":"","benefit":"At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.","full_text":"<h2>Pact Boon [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.<\/p><div class=\"page\" title=\"Page 108\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Pact of the Chain:<\/strong>&nbsp;You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.<\/p><p>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.<\/p><p><strong>Pact of the Blade:&nbsp;<\/strong>You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it white you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<\/p><div class=\"page\" title=\"Page 109\"><div class=\"layoutArea\"><div class=\"column\"><p>Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<\/p><p>You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course&nbsp;of 1&nbsp;hour, which can be done during a short rest.<\/p><p>You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die. if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.<\/p><p><strong>Pact of the Tome:&nbsp;<\/strong>Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known.<\/p><p>If you lose your Book of Shadows, you can perform&nbsp;a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.<\/p><\/div><\/div><\/div><\/div><\/div><\/div><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/p><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3255","name":"Mystic Arcanum","type":"Class Feat","prerequisite":"11th level Warlock","normal":"","special":"","benefit":"At Ilth level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic","full_text":"<div><h2>Mystic Arcanum [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> At 1lth level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.<\/p><p>At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level.<\/p><p>You regain all uses of your Mystic Arcanum when you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3256","name":"Eldritch Master","type":"Class Feat","prerequisite":"20th level Warlock","normal":"","special":"","benefit":"At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.","full_text":"<div><h2>Eldritch Master [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3260","name":"Fey Presence","type":"Class Feat","prerequisite":"1st level Warlock, The Archfey","normal":"","special":"","benefit":"Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.","full_text":"<div><h2>Fey Presence [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 1st level Warlock, The Archfey<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3261","name":"Misty Escape","type":"Class Feat","prerequisite":"6th level Warlock, The Archfey","normal":"","special":"","benefit":"Starting at 6th level. you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until","full_text":"<div><h2>Misty Escape [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Warlock, The Archfey<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level. you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3262","name":"Beguiling Defenses","type":"Class Feat","prerequisite":"10th level Warlock, The Archfey","normal":"","special":"","benefit":"Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.","full_text":"<div><h2>Beguiling Defenses [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Warlock, The Archfey<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3263","name":"Dark Delirium","type":"Class Feat","prerequisite":"14th level Warlock, The Archfey","normal":"","special":"","benefit":"Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the","full_text":"<div><h2>Dark Delirium [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Warlock, The Archfey<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3264","name":"Dark One's Blessing","type":"Class Feat","prerequisite":"1st level Warlock, The Fiend","normal":"","special":"","benefit":"Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).","full_text":"<div><h2>Dark One's Blessing [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 1st level Warlock, The Fiend<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3265","name":"Dark One's Own Luck","type":"Class Feat","prerequisite":"6th level Warlock, The Fiend","normal":"","special":"","benefit":" Starting at 6th level. you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.","full_text":"<div><h2>Dark One's Own Luck [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Warlock, The Fiend<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level. you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3266","name":"Fiendish Resilience","type":"Class Feat","prerequisite":"10th level Warlock, The Fiend","normal":"","special":"","benefit":"Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.","full_text":"<div><h2>Fiendish Resilience [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Warlock, The Fiend<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3267","name":"Hurl Through Hell","type":"Class Feat","prerequisite":"14th level Warlock, The Fiend","normal":"","special":"","benefit":"Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long r","full_text":"<div><h2>Hurl Through Hell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Warlock, The Fiend<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3268","name":"Awakened Mind","type":"Class Feat","prerequisite":"1st level Warlock, The Great Old One","normal":"","special":"","benefit":"Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.","full_text":"<div><h2>Awakened Mind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 1st level Warlock, The Great Old One<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3269","name":"Entropic Ward","type":"Class Feat","prerequisite":"6th level Warlock, The Great Old One","normal":"","special":"","benefit":"At fith level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.","full_text":"<div><h2>Entropic Ward [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Warlock, The Great Old One<\/p><\/div><div><p><b>Benefit:<\/b> At fith level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3270","name":"Thought Shield","type":"Class Feat","prerequisite":"10th level Warlock, The Great Old One","normal":"","special":"","benefit":"Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.","full_text":"<div><h2>Thought Shield [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Warlock, The Great Old One<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3271","name":"Create Thrall","type":"Class Feat","prerequisite":"14th level Warlock, The Great Old One","normal":"","special":"","benefit":"At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.","full_text":"<div><h2>Create Thrall [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Warlock, The Great Old One<\/p><\/div><div><p><b>Benefit:<\/b> At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3272","name":"Eldritch Invocations Agonizing Blast","type":"Class Feat","prerequisite":"Warlock, Eldritch Blast Cantrip","normal":"","special":"","benefit":"When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.","full_text":"<div><h2>Eldritch Invocations Agonizing Blast [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b>&nbsp;Warlock, Eldritch Blast Cantrip<\/p><\/div><div><p><b>Benefit:<\/b> When you cast \"eldritch blast\", add your Charisma modifier to the damage it deals on a hit.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3273","name":"Eldritch Invocations Armor of Shadows","type":"Class Feat","prerequisite":"Warlock","normal":"","special":"","benefit":"You can cast mage armor on yourself at will, without expending a spell slot or material components.","full_text":"<div><h2>Eldritch Invocations Armor of Shadows [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast mage armor on yourself at will, without expending a spell slot or material components.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3274","name":"Eldritch Invocations Ascendant Step","type":"Class Feat","prerequisite":"9th level Warlock","normal":"","special":"","benefit":"You can cast levitate on yourself at will, without expending a spell slot or material components.","full_text":"<div><h2>Eldritch Invocations Ascendant Step [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"levitate\" on yourself at will, without expending a spell slot or material components.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3275","name":"Eldritch Invocations Beast Speech","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can cast speak with animals at will, without expending a spell slot.","full_text":"<div><h2>Eldritch Invocations Beast Speech [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"speak with animals\" at will, without expending a spell slot.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3276","name":"Eldritch Invocations Bewitching Wispers","type":"Class Feat","prerequisite":"7th level Warlock ","normal":"","special":"","benefit":"You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.","full_text":"<div><h2>Eldritch Invocations Bewitching Wispers [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"compulsion\" once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3277","name":"Eldritch Invocations Beguiling Influence","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You gain proficiency in the Deception and Persuasion skills.","full_text":"<div><h2>Eldritch Invocations Beguiling Influence [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You gain proficiency in the Deception and Persuasion skills.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3278","name":"Eldritch Invocations Book of Ancient Secrets","type":"Class Feat","prerequisite":"Warlock, Pact of the Tome feature","normal":"","special":"","benefit":"You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add","full_text":"<div><h2>Eldritch Invocations Book of Ancient Secrets [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock, Pact of the Tome feature<\/p><\/div><div><p><b>Benefit:<\/b> You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3279","name":"Eldritch Invocations Chains of Carceri","type":"Class Feat","prerequisite":"15th level Warlock, Pact of the Chain feature","normal":"","special":"","benefit":"You can cast hold monster at will\u2014targeting a celestial, fiend, or elemental\u2014without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.","full_text":"<div><h2>Eldritch Invocations Chains of Carceri [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Warlock, Pact of the Chain feature<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"hold monster\" at will&mdash;targeting a celestial, fiend, or elemental&mdash;without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3280","name":"Eldritch Invocations Devil's Sight","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.","full_text":"<div><h2>Eldritch Invocations Devil's Sight [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3281","name":"Eldritch Invocations Dreadful Word","type":"Class Feat","prerequisite":"7th level Warlock ","normal":"","special":"","benefit":"You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.","full_text":"<div><h2>Eldritch Invocations Dreadful Word [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3282","name":"Eldritch Invocations Eldritch Sight","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can cast detect magic at will, without expending a spell slot.","full_text":"<div><h2>Eldritch Invocations Eldritch Sight [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"detect magic\" at will, without expending a spell slot.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3283","name":"Eldritch Invocations Eldritch Spear","type":"Class Feat","prerequisite":"Warlock, eldritch blast cantrip","normal":"","special":"","benefit":"When you cast eldritch blast, its range is 300 feet.","full_text":"<div><h2>Eldritch Invocations Eldritch Spear [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock, eldritch blast cantrip<\/p><\/div><div><p><b>Benefit:<\/b> When you cast eldritch blast, its range is 300 feet.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3284","name":"Eldritch Invocations Eyes of the Rune Keeper","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can read all writing.","full_text":"<div><h2>Eldritch Invocations Eyes of the Rune Keeper [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can read all writing.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3285","name":"Eldritch Invocations Fiendish Vigor","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.","full_text":"<div><h2>Eldritch Invocations Fiendish Vigor [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"false life\" on yourself at will as a 1st-level spell, without expending a spell slot or material components.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3286","name":"Eldritch Invocations Gaze of Two Minds","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection. extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.","full_text":"<div><h2>Eldritch Invocations Gaze of Two Minds [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection. extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3287","name":"Eldritch Invocations Lifedrinker","type":"Class Feat","prerequisite":"12th level Warlock, Pact of the Blade feature","normal":"","special":"","benefit":"When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).","full_text":"<div><h2>Eldritch Invocations Lifedrinker [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 12th level Warlock, Pact of the Blade feature<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3288","name":"Eldritch Invocations Mask of Many Faces","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can cast disguise self at will. without expending a spell slot.","full_text":"<div><h2>Eldritch Invocations Mask of Many Faces [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"disguise self\" at will. without expending a spell slot.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3289","name":"Eldritch Invocations Master of Myriad Forms","type":"Class Feat","prerequisite":"15th level Warlock ","normal":"","special":"","benefit":"You can cast alter self at will, without expending a spell slot.","full_text":"<div><h2>Eldritch Invocations Master of Myriad Forms [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"alter self\" at will, without expending a spell slot.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3290","name":"Eldritch Invocations Minions of Chaos","type":"Class Feat","prerequisite":"9th level Warlock","normal":"","special":"","benefit":" You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.","full_text":"<div><h2>Eldritch Invocations Minions of Chaos [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3291","name":"Eldritch Invocations Mire the Mind","type":"Class Feat","prerequisite":"5th level Warlock","normal":"","special":"","benefit":"You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.","full_text":"<div><h2>Eldritch Invocations Mire the Mind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3292","name":"Eldritch Invocations Misty Visions","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can cast silent image at will, without expending a spell slot or material components.","full_text":"<div><h2>Eldritch Invocations Misty Visions [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"silent image\" at will, without expending a spell slot or material components.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3293","name":"Eldritch Invocations One with Shadows","type":"Class Feat","prerequisite":"5th level Warlock ","normal":"","special":"","benefit":"When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.","full_text":"<div><h2>Eldritch Invocations One with Shadows [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3294","name":"Eldritch Invocations Otherworldly Leap","type":"Class Feat","prerequisite":"9th level Warlock","normal":"","special":"","benefit":"You can cast jump on yourself at will, without expending a spell slot or material components.","full_text":"<div><h2>Eldritch Invocations Otherworldly Leap [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"jump\" on yourself at will, without expending a spell slot or material components.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3295","name":"Eldritch Invocations Repelling Blast","type":"Class Feat","prerequisite":"Warlock, Eldritch Blast Cantrip","normal":"","special":"","benefit":"When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.","full_text":"<div><h2>Eldritch Invocations Repelling Blast [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock, Eldritch Blast Cantrip<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3296","name":"Eldritch Invocations Sculptor of Flesh","type":"Class Feat","prerequisite":"7th level Warlock ","normal":"","special":"","benefit":"You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.","full_text":"<div><h2>Eldritch Invocations Sculptor of Flesh [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"polymorph\" once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3297","name":"Eldritch Invocations Sign of Ill Omen","type":"Class Feat","prerequisite":"5th level Warlock ","normal":"","special":"","benefit":"You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.","full_text":"<div><h2>Eldritch Invocations Sign of Ill Omen [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"bestow curse\" once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3298","name":"Eldritch Invocations Thief of Five Fates","type":"Class Feat","prerequisite":"Warlock ","normal":"","special":"","benefit":"You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.","full_text":"<div><h2>Eldritch Invocations Thief of Five Fates [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"bane\" once using a warlock spell slot. You can't do so again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3299","name":"Eldritch Invocations Thirsting Blade","type":"Class Feat","prerequisite":"5th level Warlock, Pact of the Blade feature","normal":"","special":"","benefit":" You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.","full_text":"<div><h2>Eldritch Invocations Thirsting Blade [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 5th level Warlock, Pact of the Blade feature<\/p><\/div><div><p><b>Benefit:<\/b> You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3300","name":"Eldritch Invocations Visions of Distant Realms","type":"Class Feat","prerequisite":"15th level, Warlock","normal":"","special":"","benefit":"You can cast arcane eye at will, without expending a spell slot.","full_text":"<div><h2>Eldritch Invocations Visions of Distant Realms [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level, Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"arcane eye\" at will, without expending a spell slot.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3301","name":"Eldritch Invocations Voice of the Chain Master","type":"Class Feat","prerequisite":"Warlock, Pact of the Chain feature","normal":"","special":"","benefit":"You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally. while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.","full_text":"<div><h2>Eldritch Invocations Voice of the Chain Master [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Warlock, Pact of the Chain feature<\/p><\/div><div><p><b>Benefit:<\/b> You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally. while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3302","name":"Eldritch Invocations Whispers of the Grave","type":"Class Feat","prerequisite":"9th level Warlock","normal":"","special":"","benefit":"You can cast speak with dead at will, without expending a spell slot.","full_text":"<div><h2>Eldritch Invocations Whispers of the Grave [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 9th level Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can cast \"speak with dead\" at will, without expending a spell slot.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3303","name":"Eldritch Invocations Witch Sight","type":"Class Feat","prerequisite":"15th level, Warlock","normal":"","special":"","benefit":"You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.","full_text":"<div><h2>Eldritch Invocations Witch Sight [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level, Warlock<\/p><\/div><div><p><b>Benefit:<\/b> You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Warlock\" href=\"http:\/\/class.com\/warlock\" target=\"_blank\">Warlock<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3304","name":"Arcane Recovery","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots,","full_text":"<div><h2>Arcane Recovery [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots,<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3306","name":"Spell Mastery","type":"Class Feat","prerequisite":"18th level Wizard","normal":"","special":"","benefit":"At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. Ifyou want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.","full_text":"<div><h2>Spell Mastery [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 18th level Wizard<\/p><\/div><div><p><b>Benefit:<\/b> At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. Ifyou want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3307","name":"Signature Spells","type":"Class Feat","prerequisite":"20th level Wizard","normal":"","special":"","benefit":"When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. lf you want to cast either spell at a higher level, you must expe","full_text":"<div><h2>Signature Spells [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 20th level Wizard<\/p><\/div><div><p><b>Benefit:<\/b> When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. lf you want to cast either spell at a higher level, you must expend a spell slot as normal.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3309","name":"Abjuration Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Abjuration","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.","full_text":"<h2>Abjuration Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Abjuration<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.<\/p><\/div><p><strong>Used Class: <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/strong><br \/><br \/><\/p><p><b>Reference:<\/b><\/p><p>&nbsp;<\/p>","reference":"PhB"},{"id":"3310","name":"Arcane Ward","type":"Class Feat","prerequisite":"2nd level Wizard, School of Abjuration","normal":"","special":"","benefit":"Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level 4- you r Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward","full_text":"<div><h2>Arcane Ward [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Abjuration<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level 4- you r Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3311","name":"Projected Ward","type":"Class Feat","prerequisite":"6th level Wizard, School of Abjuration","normal":"","special":"","benefit":"Starting at fith level. when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.","full_text":"<div><h2>Projected Ward [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Abjuration<\/p><\/div><div><p><b>Benefit:<\/b> Starting at fith level. when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3312","name":"Improved Abjuration","type":"Class Feat","prerequisite":"Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.","normal":"","special":"","benefit":"","full_text":"<h2>Improved Abjuration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. <br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/p><\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3313","name":"Spell Resistance","type":"Class Feat","prerequisite":"14th level Wizard, School of Abjuration","normal":"","special":"","benefit":"Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.","full_text":"<div><h2>Spell Resistance [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Abjuration<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3315","name":"Conjuration Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Conjuration","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.","full_text":"<div><h2>Conjuration Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Conjuration<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3316","name":"Minor Conjuration","type":"Class Feat","prerequisite":"2nd level Wizard, School of Conjuration","normal":"","special":"","benefit":"Starring at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds. and its form must be that of a nonmagical","full_text":"<h2>Minor Conjuration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Conjuration<\/p><\/div><div><p><b>Benefit:<\/b> Starring at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds. and its form must be that of a nonmagical &nbsp;object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.<br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/p><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3317","name":"Benign Transposition","type":"Class Feat","prerequisite":"6th level Wizard, School of Conjurationn","normal":"","special":"","benefit":"Starting at fith level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.","full_text":"<div><h2>Benign Transposition [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Conjurationn<\/p><\/div><div><p><b>Benefit:<\/b> Starting at fith level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:&nbsp;<\/b><\/div>","reference":"PhB"},{"id":"3318","name":"Focused Conjuration","type":"Class Feat","prerequisite":"10th level Wizard, School of Conjurationn","normal":"","special":"","benefit":"Beginning at 10th level, white you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.","full_text":"<div><h2>Focused Conjuration [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Wizard, School of Conjurationn<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 10th level, white you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3319","name":"Durable Summons","type":"Class Feat","prerequisite":"14th level Wizard, School of Conjurationn","normal":"","special":"","benefit":"Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.","full_text":"<div><h2>Durable Summons [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Conjurationn<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3321","name":"Divination Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Divination","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.","full_text":"<div><h2>Divination Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Divination<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3322","name":"Portent","type":"Class Feat","prerequisite":"2nd level Wizard, School of Divination","normal":"","special":"","benefit":"Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose","full_text":"<div><h2>Portent [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Divination<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls,<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3323","name":"Expert Divination","type":"Class Feat","prerequisite":"6th level Wizard, School of Divination","normal":"","special":"","benefit":"Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.","full_text":"<div><h2>Expert Divination [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Divination<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3324","name":"The Third Eye","type":"Class Feat","prerequisite":"10th level Wizard, School of Divination","normal":"","special":"","benefit":"Starting at 10th level, you can use your action to increase your powers of perception. When you do so,","full_text":"<h2>The Third Eye [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Wizard, School of Divination<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.<\/p><div class=\"page\" title=\"Page 118\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Darkvision.<\/strong> You gain darkvision out to a range of 60 feet. as described in chapter 8.<\/p><p><strong>Ethereal Sight<\/strong>. You can see into the Ethereal Plane within 60 feet of you.<\/p><p><strong>Greater Comprehension<\/strong>. You can read any language.<\/p><p><strong>See Invisibility.<\/strong> You can see invisible creatures and objects within 10 feet of you that are within line of sight.<\/p><\/div><\/div><\/div><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/p><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3325","name":"Greater Portent","type":"Class Feat","prerequisite":"14th level Wizard, School of Divination","normal":"","special":"","benefit":"Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d2Os for your Portent feature, rather than two.","full_text":"<div><h2>Greater Portent [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Divination<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d2Os for your Portent feature, rather than two.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3327","name":"Enchantment Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Enchantment","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.","full_text":"<div><h2>Enchantment Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Enchantment<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3328","name":"Hypnotic Gaze","type":"Class Feat","prerequisite":"2nd level Wizard, School of Enchantment","normal":"","special":"","benefit":"Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action. choose one creature that you can see within 5 feet of you. if the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maint","full_text":"<div><h2>Hypnotic Gaze [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Enchantment<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action. choose one creature that you can see within 5 feet of you. if the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3329","name":"Instinctive Charm","type":"Class Feat","prerequisite":"6th level Wizard, School of Enchantment","normal":"","special":"","benefit":"Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.","full_text":"<h2>Instinctive Charm [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Enchantment<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. &nbsp;On a successful save, you can't use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.<br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/p><\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3330","name":"Split Enchantment","type":"Class Feat","prerequisite":"10th level Wizard, School of Enchantment","normal":"","special":"","benefit":"Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.","full_text":"<div><h2>Split Enchantment [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Wizard, School of Enchantment<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3331","name":"Alter Memories","type":"Class Feat","prerequisite":"14th level Wizard, School of Enchantment","normal":"","special":"","benefit":"At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hou","full_text":"<div><h2>Alter Memories [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Enchantment<\/p><\/div><div><p><b>Benefit:<\/b> At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div>&nbsp;<\/div><div><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":"3333","name":"Evocation Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Evocation","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.","full_text":"<div><h2>Evocation Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Evocation<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3334","name":"Sculpt Spells","type":"Class Feat","prerequisite":"2nd level Wizard, School of Evocation","normal":"","special":"","benefit":"Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 -i- the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.","full_text":"<div><h2>Sculpt Spells [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Evocation<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 -i- the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3335","name":"Potent Cantrip","type":"Class Feat","prerequisite":"6th level Wizard, School of Evocation","normal":"","special":"","benefit":"Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.","full_text":"<div><h2>Potent Cantrip [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Evocation<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3336","name":"Empowered Evocation","type":"Class Feat","prerequisite":"10th level Wizard, School of Evocation","normal":"","special":"","benefit":"Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.","full_text":"<div><h2>Empowered Evocation [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Wizard, School of Evocation<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3337","name":"Overchannel","type":"Class Feat","prerequisite":"14th level Wizard, School of Evocation","normal":"","special":"","benefit":"Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by","full_text":"<div><h2>Overchannel [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Evocation<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3339","name":"Illusion Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Ilusion","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.","full_text":"<div><h2>Illusion Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Ilusion<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3340","name":"Improved Minor Illusion","type":"Class Feat","prerequisite":"2nd level Wizard, School of Ilusion","normal":"","special":"","benefit":"When you choose this school at 2nd level, you learn the minor Elusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your","full_text":"<h2>Improved Minor Illusion [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Ilusion<\/p><\/div><div><p><b>Benefit:<\/b> When you choose this school at 2nd level, you learn the \"minor illusion\" cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast \"minor illusion\", you can create both a sound and an image with a single casting of the spell.<br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/p><\/div><div><strong>Reference: <\/strong><\/div>","reference":"PhB"},{"id":"3341","name":"Malleable Illusions","type":"Class Feat","prerequisite":"6th level Wizard, School of Ilusion","normal":"","special":"","benefit":"Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.","full_text":"<div><h2>Malleable Illusions [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Ilusion<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3342","name":"Illusory Self","type":"Class Feat","prerequisite":"10th level Wizard, School of Ilusion","normal":"","special":"","benefit":"Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you finish a short or long rest.","full_text":"<div><h2>Illusory Self [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Wizard, School of Ilusion<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you finish a short or long rest.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3343","name":"Illusory Reality","type":"Class Feat","prerequisite":"14th level Wizard, School of Ilusion","normal":"","special":"","benefit":"By 14th level, you have !earned the secret of weaving shadow magic into your illusions to give them a semi- reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cros","full_text":"<div><h2>Illusory Reality [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Ilusion<\/p><\/div><div><p><b>Benefit:<\/b> By 14th level, you have !earned the secret of weaving shadow magic into your illusions to give them a semi- reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3345","name":"Necromancy Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Necromancy","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.","full_text":"<div><h2>Necromancy Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Necromancy<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"3346","name":"Grim Harvest","type":"Class Feat","prerequisite":"2nd level Wizard, School of Necromancy","normal":"","special":"","benefit":"At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.","full_text":"<div><h2>Grim Harvest [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Necromancy<\/p><\/div><div><p><b>Benefit:<\/b> At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3347","name":"Undead Thralls","type":"Class Feat","prerequisite":"6th level Wizard, School of Necromancy","normal":"","special":"","benefit":"At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits: \u2022 The creature's hit point maximum is increased by an amount equal to your wizard level. \u2022 The creature adds your proficiency bonus to its weapon damage rolls.","full_text":"<div><h2>Undead Thralls [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Necromancy<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:<\/p><ul><li>The creature's hit point maximum is increased by an amount equal to your wizard level.<\/li><li>The creature adds your proficiency bonus to its weapon damage rolls.<\/li><\/ul><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3348","name":"Inured to Undead","type":"Class Feat","prerequisite":"10th level Wizard, School of Necromancy","normal":"","special":"","benefit":"Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.","full_text":"<div><h2>Inured to Undead [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Wizard, School of Necromancy<\/p><\/div><div><p><b>Benefit:<\/b> Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3349","name":"Command Undead","type":"Class Feat","prerequisite":"14th level Wizard, School of Necromancy","normal":"","special":"","benefit":"Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If thc target has an Intel","full_text":"<div><h2>Command Undead [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Necromancy<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If thc target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3351","name":"Transmutation Savant","type":"Class Feat","prerequisite":"2nd level Wizard, School of Transmutation","normal":"","special":"","benefit":"Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.","full_text":"<div><h2>Transmutation Savant [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Transmutation<\/p><\/div><div><p><b>Benefit:<\/b> Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.<\/p><\/div><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3352","name":"Minor Alchemy","type":"Class Feat","prerequisite":"2nd level Wizard, School of Transmutation","normal":"","special":"","benefit":"Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes","full_text":"<h2>Minor Alchemy [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 2nd level Wizard, School of Transmutation<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.<br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/p><\/div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PhB"},{"id":"3353","name":"Transmuter's Stone","type":"Class Feat","prerequisite":"6th level Wizard, School of Transmutation","normal":"","special":"","benefit":"Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options: \u2022 Darkvision out to a range of 60 feet, as described in chapter 8 \u2022 An increase to speed of 10 feet while the creature is unencumbered \u2022 Proficiency in Constituti","full_text":"<h2>Transmuter's Stone [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Wizard, School of Transmutation<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:<\/p><ul><li>Darkvision out to a range of 60 feet, as described in chapter 8<\/li><li>An increase to speed of 10 feet while the creature is unencumbered<\/li><li>Proficiency in Constitution saving throws<\/li><li>Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)<\/li><\/ul><p>Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter's stone, the previous one ceases to function.<\/p><\/div><p><br \/><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/p><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PhB"},{"id":"3354","name":"Shapechanger","type":"Class Feat","prerequisite":"10th level Wizard, School of Transmutation","normal":"","special":"","benefit":"At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so. you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.","full_text":"<div><h2>Shapechanger [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 10th level Wizard, School of Transmutation<\/p><\/div><div><p><b>Benefit:<\/b> At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so. you can target only yourself and transform into a beast whose challenge rating is 1 or lower. Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PhB"},{"id":"3355","name":"Master Transmuter","type":"Class Feat","prerequisite":"14th level Wizard, School of Transmutation","normal":"","special":"","benefit":"Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest. Major Transformation. You can transmute one nonmagical object\u2014no larger than a 5-foot cube\u2014into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the objec","full_text":"<div><h2>Master Transmuter [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 14th level Wizard, School of Transmutation<\/p><\/div><div><p><b>Benefit:<\/b> Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest.<\/p><p><strong>Major Transformation.<\/strong> You can transmute one nonmagical object&mdash;no larger than a 5-foot cube&mdash;into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.<\/p><p><strong>Panacea.<\/strong> You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points.<\/p><p><strong>Restore Life.<\/strong> You cast the raise dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook.<\/p><p><strong>Restore Youth.<\/strong> You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.<\/p><\/div><br \/><b>Used Class:<\/b> <a title=\"Wizard\" href=\"http:\/\/class.com\/wizard\" target=\"_blank\">Wizard<\/a><\/div><div><div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div><\/div>","reference":"PhB"},{"id":"1619","name":"Alert","type":"General","prerequisite":"","normal":"","special":"","benefit":"You gain a +5 bonus to initiative. You can\u2019t be surprised while you are conscious. Other creatures don\u2019t gain advantage on attack rolls against you as a result of being hidden from you.","full_text":"<h1><span id=\"Alert\" class=\"mw-headline\">Alert<\/span><\/h1><p>Always on the lookout for danger, you gain the following benefits:<\/p><ul><li>You gain a +5 bonus to initiative.<\/li><li>You can&rsquo;t be surprised while you are conscious.<\/li><li>Other creatures don&rsquo;t gain advantage on attack rolls against you as a result of being hidden from you.<\/li><\/ul><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><p><b>Reference:<\/b><\/p>","reference":"PH"},{"id":"1620","name":"Athlete","type":"General","prerequisite":"","normal":"","special":"","benefit":"Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn\u2019t halve your speed. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.","full_text":"<h1><span id=\"Athlete\" class=\"mw-headline\">Athlete<\/span><\/h1><p>You have undergone extensive physical training to gain the following benefits:<\/p><ul><li>Increase your Strength or Dexterity score by 1, to a maximum of 20.<\/li><li>When you are prone, standing up uses only 5 feet of your movement.<\/li><li>Climbing doesn&rsquo;t halve your speed.<\/li><li>You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.<\/li><\/ul><p><strong>Used Class:<\/strong> Multiclass feat<\/p><p><b>Reference:<\/b><\/p>","reference":"PH"},{"id":"1621","name":"Actor","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h3><span id=\"Actor\" class=\"mw-headline\">Actor<\/span><\/h3><p>Skilled at mimicry and dramatics, you gain the following benefits:<\/p><ul><li>Increase your Charisma score by 1, to a maximum of 20.<\/li><li>You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.<\/li><li>You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.<\/li><\/ul><p><strong>Used Class:<\/strong> Multiclass feat<\/p><p><b>Reference:<\/b><\/p>","reference":"PH"},{"id":"1622","name":"Charger","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Charger\" class=\"mw-headline\">Charger<\/span><\/h1><p>When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.<br \/>If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack&rsquo;s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).<\/p><p><strong>Used Class:<\/strong> Multiclass feature<\/p><p><strong>Reference:&nbsp;<\/strong><\/p>","reference":"PH"},{"id":"1623","name":"Crossbow Expert","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Crossbow_Expert\" class=\"mw-headline\">Crossbow Expert<\/span><\/h1><p>Thanks to extensive practice with the crossbow, you gain the following benefits:<\/p><ul><li>You ignore the loading quality of crossbows with which you are proficient.<\/li><li>Being within 5 feet of a hostile creature doesn&rsquo;t impose disadvantage on your ranged attack rolls.<\/li><li>When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.<\/li><\/ul><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><p><strong>Reference:&nbsp;<\/strong><\/p>","reference":"PH"},{"id":"1624","name":"Defensive Duelist","type":"General","prerequisite":"Dexterity 13 or higher","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Defensive_Duelist\" class=\"mw-headline\">Defensive Duelist<\/span><\/h1><p><i>Prerequisite: Dexterity 13 or higher<\/i><\/p><p><br \/>When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.<\/p><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1625","name":"Dual Wielder","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Dual_Wielder\" class=\"mw-headline\">Dual Wielder<\/span><\/h1><p>You master fighting with two weapons, gaining the following benefits:<\/p><ul><li>You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.<\/li><li>You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren&rsquo;t light.<\/li><li>You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature <\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1626","name":"Dungeon Delver","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Dungeon_Delver\" class=\"mw-headline\">Dungeon Delver<\/span><\/h1><p>Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:<\/p><ul><li>You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.<\/li><li>You have advantage on saving throws made to avoid or resist traps.<\/li><li>You have resistance to the damage dealt by traps.<\/li><li>You can search for traps while traveling at a normal pace, instead of only at a slow pace.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature <\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1627","name":"Durable","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Durable\" class=\"mw-headline\">Durable<\/span><\/h1><p>Hardy and resilient, you gain the following benefits:<\/p><ul><li>Increase your Constitution score by 1, to a maximum of 20.<\/li><li>When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1628","name":"Elemental Adept","type":"General","prerequisite":"The ability to cast at least one spell","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Elemental_Adept\" class=\"mw-headline\">Elemental Adept<\/span><\/h1><p><i>Prerequisite: The ability to cast at least one spell<br \/><\/i><br \/>When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.<br \/>Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.<br \/>You can select this feat multiple times.<br \/>Each time you do so, you must choose a different damage type.<\/p><div><strong>Used Class:<\/strong> Multiclass Feature <\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1629","name":"Great Weapon Master","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Great_Weapon_Master\" class=\"mw-headline\">Great Weapon Master<\/span><\/h1><p>You&rsquo;ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:<\/p><ul><li>On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.<\/li><li>Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack&rsquo;s damage.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature <\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1630","name":"Healer","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Healer\" class=\"mw-headline\">Healer<\/span><\/h1><p>You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:<\/p><ul><li>When you use a healer&rsquo;s kit to stabilize a dying creature, that creature also regains 1 hit point.<\/li><li>As an action, you can spend one use of a healer&rsquo;s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature&rsquo;s maximum number of Hit Dice. The creature can&rsquo;t regain hit points from this feat again until it finishes a short or long rest.<\/li><\/ul><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1631","name":"Heavily Armored","type":"General","prerequisite":"Proficiency with medium armor","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Heavily_Armored\" class=\"mw-headline\">Heavily Armored<\/span><\/h1><p><i>Prerequisite: Proficiency with medium armor<\/i><br \/>You have trained to master the use of heavy armor, gaining the following benefits:<\/p><ul><li>Increase your Strength score by 1, to a maximum of 20.<\/li><li>You gain proficiency with heavy armor.<\/li><\/ul><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1632","name":"Heavy Armor Master","type":"General","prerequisite":"Proficiency with heavy armor","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Heavy_Armor_Master\" class=\"mw-headline\">Heavy Armor Master<\/span><\/h1><p><em>Prerequisite: Proficiency with heavy armor<\/em><br \/>You can use your armor to deflect strikes that would kill others. You gain the following benefits:<\/p><ul><li>Increase your Strength score by 1, to a maximum of 20.<\/li><li>While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1633","name":"Inspiring Leader","type":"General","prerequisite":"Charisma 13 or higher","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Inspiring_Leader\" class=\"mw-headline\">Inspiring Leader<\/span><\/h1><p><i>Prerequisite: Charisma 13 or higher<\/i><br \/>You can spend 10 minutes inspiring your companions, shoring up their resolve to fight.<br \/>When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you.<br \/>Each creature can gain temporary hit points equal to your level + your Charisma modifier.<br \/>A creature can&rsquo;t gain temporary hit points from this feat again until it has finished a short or long rest.<\/p><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1634","name":"Keen Mind","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Keen_Mind\" class=\"mw-headline\">Keen Mind<\/span><\/h1><p>You have a mind that can track time, direction, and detail with uncanny precision. You gain the<br \/>following benefits.<\/p><ul><li>Increase your Intelligence score by 1, to a maximum of 20.<\/li><li>You always know which way is north.<\/li><li>You always know the number of hours left before the next sunrise or sunset.<\/li><li>You can accurately recall anything you have seen or heard within the past month.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1635","name":"Lightly Armored","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Lightly_Armored\" class=\"mw-headline\">Lightly Armored<\/span><\/h1><p>You have trained to master the use of light armor, gaining the following benefits:<\/p><ul><li>Increase your Strength or Dexterity score by 1, to a maximum of 20.<\/li><li>You gain proficiency with light armor.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1636","name":"Linguist","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Linguist\" class=\"mw-headline\">Linguist<\/span><\/h1><p>You have studied languages and codes, gaining the following benefits:<\/p><ul><li>Increase your Intelligence score by 1, to a maximum of 20.<\/li><li>You learn three languages of your choice.<\/li><li>You can ably create written ciphers. Others can&rsquo;t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1638","name":"Mage Slayer","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Mage_Slayer\" class=\"mw-headline\">Mage Slayer<\/span><\/h1><p>You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:<\/p><ul><li>When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.<\/li><li>When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.<\/li><li>You have advantage on saving throws against spells cast by creatures within 5 feet of you.<\/li><\/ul><p><strong>Used Class: <\/strong>Multiclass Feature<\/p><p><strong>Reference:&nbsp;<\/strong><\/p>","reference":"PH"},{"id":"1639","name":"Magic Initiate","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Magic_Initiate\" class=\"mw-headline\">Magic Initiate<\/span><\/h1><p>Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.<br \/>You learn two cantrips of your choice from that class&rsquo;s spell list.<br \/>In addition, choose one 1st-level spell from that same list.<br \/>You learn that spell and can cast it at its lowest level.<br \/>Once you cast it, you must finish a long rest before you can cast it again.<br \/>Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.<\/p><p><strong>Used Class: <\/strong>Multiclass Feature<\/p><p><strong>Reference:&nbsp;<\/strong><\/p>","reference":"PH"},{"id":"1640","name":"Martial Adept","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Martial_Adept\" class=\"mw-headline\">Martial Adept<\/span><\/h1><p>You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:<\/p><ul><li>You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.<\/li><\/ul><dl><dd>If a maneuver you use requires your target to make a saving throw to resist the maneuver&rsquo;s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).<\/dd><\/dl><ul><li>If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6.<\/li><\/ul><dl><dd>This die is used to fuel your maneuvers.<br \/>A superiority die is expended when you use it.<br \/>You regain your expended superiority dice when you finish a short or long rest.<\/dd><\/dl><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PH"},{"id":"1641","name":"Medium Armor Master","type":"General","prerequisite":"Proficiency with medium armor","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Medium_Armor_Master\" class=\"mw-headline\">Medium Armor Master<\/span><\/h1><p><i>Prerequisite: Proficiency with medium armor<\/i><br \/>You have practiced moving in medium armor to gain the following benefits:<\/p><ul><li>Wearing medium armor doesn&rsquo;t impose disadvantage on your Dexterity (Stealth) checks.<\/li><li>When you w ear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.<\/li><\/ul><div><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PH"},{"id":"1642","name":"Mobile","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Mobile\" class=\"mw-headline\">Mobile<\/span><\/h1><p>You are exceptionally speedy and agile. You gain the following benefits:<\/p><ul><li>Your speed increases by 10 feet.<\/li><li>When you use the Dash action, difficult terrain doesn&rsquo;t cost you extra movement on that turn.<\/li><li>When you make a melee attack against a creature, you don&rsquo;t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.<\/li><\/ul><div><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PH"},{"id":"1643","name":"Moderately Armored","type":"General","prerequisite":"Proficiency with light armor","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Moderately_Armored\" class=\"mw-headline\">Moderately Armored<\/span><\/h1><p><em>Prerequisite: Proficiency with light armor<\/em><br \/>You have trained to master the use of medium armor and shields, gaining the following benefits:<\/p><ul><li>Increase your Strength or Dexterity score by 1, to a maximum of 20.<\/li><li>You gain proficiency with medium armor and shields.<\/li><\/ul><div><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PH"},{"id":"1644","name":"Mounted Combatant","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Mounted_Combatant\" class=\"mw-headline\">Mounted Combatant<\/span><\/h1><p>You are a dangerous foe to face while mounted.<br \/>While you are mounted and aren&rsquo;t incapacitated, you gain the following benefits:<\/p><ul><li>You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.<\/li><li>You can force an attack targeted at your mount to target you instead.<\/li><li>If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<\/li><\/ul><div><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PH"},{"id":"1645","name":"Observant","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Observant\" class=\"mw-headline\">Observant<\/span><\/h1><p>Quick to notice details of your environment, you gain the following benefits:<\/p><ul><li>Increase your Intelligence or Wisdom score by 1, to a maximum of 20.<\/li><li>If you can see a creature&rsquo;s mouth while it is speaking a language you understand, you can interpret what it&rsquo;s saying by reading its lips.<\/li><li>You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.<\/li><\/ul><div><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PH"},{"id":"1646","name":"Polearm Master","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Polearm_Master\" class=\"mw-headline\">Polearm Master<\/span><\/h1><p>You can keep your enemies at bay with reach weapons.<br \/>You gain the following benefits:<\/p><ul><li>When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon&rsquo;s damage die for this attack is a d4, and the attack deals bludgeoning damage.<\/li><li>While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.<\/li><\/ul><div><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div><\/div>","reference":"PH"},{"id":"1647","name":"Resilient","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Resilient\" class=\"mw-headline\">Resilient<\/span><\/h1><p>Choose one ability score. You gain the following benefits:<\/p><ul><li>Increase the chosen ability score by 1, to a maximum of 20.<\/li><li>You gain proficiency in saving throws using the chosen ability.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1648","name":"Ritual Caster","type":"General","prerequisite":"Intelligence or Wisdom 13 or higher","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Ritual_Caster\" class=\"mw-headline\">Ritual Caster<\/span><\/h1><p><em>Prerequisite: Intelligence or Wisdom 13 or higher<\/em><br \/>You have learned a number of spells that you can cast as rituals.<br \/>These spells are written in a ritual book, which you must have in hand while casting one of them.<br \/>When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice.<br \/>Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard.<br \/>You must choose your spells from that class&rsquo;s spell list, and the spells you choose must have the ritual tag.<br \/>The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.<br \/>If you come across a spell in written form, such as a magical spell scroll or a wizard&rsquo;s spellbook, you might be able to add it to your ritual book.<br \/>The spell must be on the spell list for the class you chose, the spell&rsquo;s level can be no higher than half your level (rounded up), and it must have the ritual tag.<br \/>The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.<br \/>The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.<\/p><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1649","name":"Savage Attacker","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Savage_Attacker\" class=\"mw-headline\">Savage Attacker<\/span><\/h1><p>Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon&rsquo;s damage dice and use either total.<\/p><p><strong>Used Class: <\/strong>Multiclass Feature<strong><br \/><\/strong><\/p><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1650","name":"Sentinel","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Sentinel\" class=\"mw-headline\">Sentinel<\/span><\/h1><p>You have mastered techniques to take advantage of every drop in any enemy&rsquo;s guard, gaining the following benefits:<\/p><ul><li>When you hit a creature with an opportunity attack, the creature&rsquo;s speed becomes 0 for the rest of the turn.<\/li><li>Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.<\/li><li>When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn&rsquo;t have this feat), you can use&nbsp; your reaction to make a melee weapon attack against the attacking creature.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1651","name":"Sharpshooter","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Sharpshooter\" class=\"mw-headline\">Sharpshooter<\/span><\/h1><p>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:<\/p><ul><li>Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.<\/li><li>Your ranged weapon attacks ignore half cover and three-quarters cover.<\/li><li>Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack&rsquo;s damage.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1652","name":"Shield Master","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Shield_Master\" class=\"mw-headline\">Shield Master<\/span><\/h1><p>You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:<\/p><ul><li>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.<\/li><li>If you aren&rsquo;t incapacitated, you can add your shield&rsquo;s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.<\/li><li>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.<\/li><\/ul><p><strong>Used Class: <\/strong>Multiclass Feature<strong><br \/><\/strong><\/p><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1653","name":"Skilled","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Skilled\" class=\"mw-headline\">Skilled<\/span><\/h1><p>You gain proficiency in any combination of three skills or tools of your choice.<\/p><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1654","name":"Skulker","type":"General","prerequisite":"Dexterity 13 or higher","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Skulker\" class=\"mw-headline\">Skulker<\/span><\/h1><p><i>Prerequisite: Dexterity 13 or higher<\/i><br \/>You are expert at slinking through shadows. You gain the following benefits:<\/p><ul><li>You can try to hide when you are lightly obscured from the creature from which you are hiding.<\/li><li>When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.<\/li><li>Dim light doesn&rsquo;t impose disadvantage on your Wisdom (Perception) checks relying on sight.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div>","reference":"PH"},{"id":"1655","name":"Spell Sniper","type":"General","prerequisite":"The ability to cast at least one spell","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Spell_Sniper\" class=\"mw-headline\">Spell Sniper<\/span><\/h1><p><i>Prerequisite: The ability to cast at least one spell<\/i><br \/>You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:<\/p><ul><li>When you cast a spell that requires you to make an attack roll, the spell&rsquo;s range is doubled.<\/li><li>Your ranged spell attacks ignore half cover and three-quarters cover.<\/li><li>You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.<\/li><\/ul><p><strong>Used Class:<\/strong> Multiclass Feature<\/p><div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PH"},{"id":"1656","name":"Tavern Brawler","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Tavern_Brawler\" class=\"mw-headline\">Tavern Brawler<\/span><\/h1><p>Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:<\/p><ul><li>Increase your Strength or Constitution score by 1, to a maximum of 20.<\/li><li>You are proficient with improvised weapons and unarmed strikes.<\/li><li>Your unarmed strike uses a d4 for damage.<\/li><li>When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.<\/li><\/ul><div><div><strong>Used Class:<\/strong> multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference: <\/strong><\/div><\/div>","reference":"PH"},{"id":"1657","name":"Tough","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Tough\" class=\"mw-headline\">Tough<\/span><\/h1><p>Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.<\/p><p><strong>Used Class:<\/strong> Multiclass Featere<\/p><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PH"},{"id":"1658","name":"War Caster","type":"General","prerequisite":"The ability to cast at least one spell","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"War_Caster\" class=\"mw-headline\">War Caster<\/span><\/h1><p><i>Prerequisite: The ability to cast at least one spell<\/i><br \/>You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:<\/p><ul><li>You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.<\/li><li>You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.<\/li><li>When a hostile creature&rsquo;s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PH"},{"id":"1659","name":"Weapon Master","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<h1><span id=\"Weapon_Master\" class=\"mw-headline\">Weapon Master<\/span><\/h1><p>You have practiced extensively with a variety of weapons, gaining the following benefits:<\/p><ul><li>Increase your Strength or Dexterity score by 1, to a maximum of 20.<\/li><li>You gain proficiency with four weapons of your choice.<\/li><\/ul><div><strong>Used Class:<\/strong> Multiclass Feature<\/div><div>&nbsp;<\/div><div><strong>Reference:&nbsp;<\/strong><\/div>","reference":"PH"},{"id":5066,"name":"Lucky","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20,","full_text":"<div><h2>Lucky [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker&rsquo;s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.<\/p><\/div><strong>Used Class:<\/strong> Multiclass Feature<br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5067,"name":"Maneuvers - Commander's Strike","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.","full_text":"<div><h2>Maneuvers - Commander's Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/wizard\">Fighter<\/a><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":5068,"name":"Maneuvers - Disarming Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.","full_text":"<div><h2>Maneuvers - Disarming Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"c\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5069,"name":"Maneuvers - Distracting Strike","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's 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.","full_text":"<div><h2>Maneuvers - Distracting Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's 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><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5070,"name":"Maneuvers - Evasive Footwork","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":" Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.","full_text":"<div><h2>Maneuvers - Evasive Footwork [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5071,"name":"Maneuvers - Feinting Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. if that attack hits. add the superiority die to the attack's damage roll.","special":"","benefit":"","full_text":"<div><h2>Maneuvers - Feinting Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Normal:<\/b> You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. if that attack hits. add the superiority die to the attack's damage roll.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":5072,"name":"Maneuvers - Goading Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":" Goading Attack. When you hit a creature with a weapon attack. you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack roils against targets other than you until the end of your next turn.","full_text":"<div><h2>Maneuvers - Goading Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a weapon attack. you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack roils against targets other than you until the end of your next turn.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":5073,"name":"Maneuvers - Lunging Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.","full_text":"<div><h2>Maneuvers - Lunging Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.<\/p><\/div><strong>Class Used:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":5074,"name":"Maneuvers - Maneuvering Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.","full_text":"<div><h2>Maneuvers - Maneuvering Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":5075,"name":"Maneuvers - Menacing Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.","full_text":"<div><h2>Maneuvers - Menacing Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5076,"name":"Maneuvers - Parry","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When another creature damages you with a melee attack. you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die t your Dexterity modifier.","full_text":"<div><h2>Maneuvers - Parry [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When another creature damages you with a melee attack. you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die t your Dexterity modifier.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5077,"name":"Maneuvers - Precision Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.","full_text":"<div><h2>Maneuvers - Precision Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5078,"name":"Maneuvers - Pushing Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.","full_text":"<div><h2>Maneuvers - Pushing Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5079,"name":"Maneuvers - Rally","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.","full_text":"<div><h2>Maneuvers - Rally [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5080,"name":"Maneuvers - Riposte","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damagc roll.","full_text":"<div><h2>Maneuvers - Riposte [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damagc roll.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5081,"name":"Maneuvers - Sweeping Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.","full_text":"<div><h2>Maneuvers - Sweeping Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5082,"name":"Maneuvers - Trip Attack","type":"Class Feat","prerequisite":"3rd level Fighter - Battle Master","normal":"","special":"","benefit":"When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.","full_text":"<div><h2>Maneuvers - Trip Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Fighter - Battle Master<\/p><\/div><div><p><b>Benefit:<\/b> When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/fighter\">Fighter<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5083,"name":"Elemental Disciplines - Breath of Winter","type":"Class Feat","prerequisite":"17th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 6 ki points to cast cone of cold.","full_text":"<div><h2>Elemental Disciplines - Breath of Winter [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 6 ki points to cast cone of cold.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b><\/div>","reference":"PhB"},{"id":5084,"name":"Elemental Disciplines - Clench of the North Wind","type":"Class Feat","prerequisite":"6th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 3 ki points to cast hold person.","full_text":"<div><h2>Elemental Disciplines - Clench of the North Wind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 3 ki points to cast hold person.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5085,"name":"Elemental Disciplines - Elemental Attunement","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice: \u2022 Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. \u2022 Instantaneously light or snuff out a candle, a torch, or a small campfire. \u2022 Chill or warm up to 1 pound of nonliving material for up to 1 hour. \u2022 Cause earth, fire, water, or mist that can fit within a","full_text":"<div><h2>Elemental Disciplines - Elemental Attunement [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:<\/p><ul><li>Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.<\/li><li>Instantaneously light or snuff out a candle, a torch, or a small campfire.<\/li><li>Chill or warm up to 1 pound of nonliving material for up to 1 hour.<\/li><li>Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.<\/li><\/ul><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5086,"name":"Elemental Disciplines - Eternal Mountain Defense","type":"Class Feat","prerequisite":"11th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 5 ki points to cast stoneskin, targetingyourself.","full_text":"<div><h2>Elemental Disciplines - Eternal Mountain Defense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 5 ki points to cast stoneskin, targetingyourself.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5087,"name":"Elemental Disciplines - Fangs of the Fire Snake","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn, A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.","full_text":"<div><h2>Elemental Disciplines - Fangs of the Fire Snake [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn, A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5088,"name":"Elemental Disciplines - Fist of Four Thunders","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 2 ki points to cast thunderwave.","full_text":"<div><h2>Elemental Disciplines - Fist of Four Thunders [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 2 ki points to cast thunderwave.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5089,"name":"Elemental Disciplines - Fist of Unbroken Air","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or","full_text":"<div><h2>Elemental Disciplines - Fist of Unbroken Air [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5090,"name":"Elemental Disciplines - Flames of the Phoenix","type":"Class Feat","prerequisite":"11th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 4 ki points to cast fireball.","full_text":"<div><h2>Elemental Disciplines - Flames of the Phoenix [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 4 ki points to cast fireball.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5091,"name":"Elemental Disciplines - Gong of the Summit","type":"Class Feat","prerequisite":"6th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 3 ki points to cast shatter.","full_text":"<div><h2>Elemental Disciplines - Gong of the Summit [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 6th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 3 ki points to cast shatter.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5092,"name":"Elemental Disciplines - Mist Stance","type":"Class Feat","prerequisite":"11th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 4 ki points to castgaseous form, targeting yourself.","full_text":"<div><h2>Elemental Disciplines - Mist Stance [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 4 ki points to castgaseous form, targeting yourself.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5093,"name":"Elemental Disciplines - Ride the Wind","type":"Class Feat","prerequisite":"11th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 4 ki points to cast fly, targeting yourself.","full_text":"<div><h2>Elemental Disciplines - Ride the Wind [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 4 ki points to cast fly, targeting yourself.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5094,"name":"Elemental Disciplines - River of Hungry Flame","type":"Class Feat","prerequisite":"17th level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 5 ki points to cast wall of fire.","full_text":"<div><h2>Elemental Disciplines - River of Hungry Flame [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17th level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 5 ki points to cast wall of fire.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5095,"name":"Elemental Disciplines - Rush of the Gale Spirits","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 2 ki points to cast gust of wind.","full_text":"<div><h2>Elemental Disciplines - Rush of the Gale Spirits [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 2 ki points to cast gust of wind.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5096,"name":"Elemental Disciplines - Shape the Flowing River","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"As an action, you can spend I ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pill","full_text":"<div><h2>Elemental Disciplines - Shape the Flowing River [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> As an action, you can spend I ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5097,"name":"Elemental Disciplines - Sweeping Cinder Strike","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 2 ki points to cast burning hands.","full_text":"<div><h2>Elemental Disciplines - Sweeping Cinder Strike [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 2 ki points to cast burning hands.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5098,"name":"Elemental Disciplines - Water Whip","type":"Class Feat","prerequisite":"3rd level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, phis an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it ","full_text":"<div><h2>Elemental Disciplines - Water Whip [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, phis an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5099,"name":"Elemental Disciplines - Wave of Rolling Earth","type":"Class Feat","prerequisite":"17rd level Monk - Way of the four elements","normal":"","special":"","benefit":"You can spend 6 ki points to cast wall of stone.","full_text":"<div><h2>Elemental Disciplines - Wave of Rolling Earth [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 17rd level Monk - Way of the four elements<\/p><\/div><div><p><b>Benefit:<\/b> You can spend 6 ki points to cast wall of stone.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/monk\">Monk<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5100,"name":"Channel Divinity: Sacred Weapon","type":"Class Feat","prerequisite":"3rd level Paladin - Oath of Devotion","normal":"","special":"","benefit":"As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. lithe weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or i","full_text":"<div><h2>Channel Divinity: Sacred Weapon [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Paladin - Oath of Devotion<\/p><\/div><div><p><b>Benefit:<\/b> As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. lithe weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/paladin\">Paladin<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5101,"name":"Channel Divinity: Turn the Unholy","type":"Class Feat","prerequisite":"3rd level Paladin - Oath of Devotion","normal":"","special":"","benefit":"As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. lithe creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take","full_text":"<div><h2>Channel Divinity: Turn the Unholy [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Paladin - Oath of Devotion<\/p><\/div><div><p><b>Benefit:<\/b> As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. lithe creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take <span style=\"font-size: 10.000000pt; font-family: 'Times';\">reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. <\/span><\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/paladin\">Paladin<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5102,"name":"Channel Divinity: Nature's Wrath","type":"Class Feat","prerequisite":"3rd level Paladin - Oath of the Ancients","normal":"","special":"","benefit":"You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained, While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.","full_text":"<div><h2>Channel Divinity: Nature's Wrath [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Paladin - Oath of the Ancients<\/p><\/div><div><p><b>Benefit:<\/b> You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained, While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/paladin\">Paladin<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5103,"name":"Channel Divinity: Turn the Faithless","type":"Class Feat","prerequisite":"3rd level Paladin - Oath of Devotion","normal":"You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy","special":"","benefit":"","full_text":"<div><h2>Channel Divinity: Turn the Faithless [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Paladin - Oath of Devotion<\/p><\/div><div><p><b>Normal:<\/b> You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy <span style=\"font-size: 10.000000pt; font-family: 'Times';\">symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. <\/span><\/p><div class=\"page\" title=\"Page 88\"><div class=\"layoutArea\"><div class=\"column\"><p><span style=\"font-size: 10.000000pt; font-family: 'Times';\">A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. <\/span><\/p><p><span style=\"font-size: 10.000000pt; font-family: 'Times';\">If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. <\/span><\/p><\/div><\/div><\/div><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/paladin\">Paladin<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5104,"name":"Channel Divinity: Abjure Enemy","type":"Class Feat","prerequisite":"3rd level Paladin - Oath of Vengeance","normal":"","special":"","benefit":"As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0. and it can't benefit from any bonus to its speed. On a successful","full_text":"<div><h2>Channel Divinity: Abjure Enemy [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Paladin - Oath of Vengeance<\/p><\/div><div><p><b>Benefit:<\/b> As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0. and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/paladin\">Paladin<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5105,"name":"Channel Divinity: Vow of Enmity","type":"Class Feat","prerequisite":"3rd level Paladin - Oath of Vengeance","normal":"","special":"","benefit":"As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.","full_text":"<div><h2>Channel Divinity: Vow of Enmity [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Paladin - Oath of Vengeance<\/p><\/div><div><p><b>Benefit:<\/b> As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/paladin\">Paladin<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5106,"name":"Hunter's Prey - Colossus Slayer","type":"Class Feat","prerequisite":"3rd level Ranger - Hunter","normal":"","special":"","benefit":"Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.","full_text":"<div><h2>Hunter's Prey - Colossus Slayer [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5107,"name":"Hunter's Prey - Giant Killer","type":"Class Feat","prerequisite":"3rd level Ranger - Hunter","normal":"","special":"","benefit":"When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.","full_text":"<div><h2>Hunter's Prey - Giant Killer [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5108,"name":"Hunter's Prey - Horde Breaker","type":"Class Feat","prerequisite":"3rd level Ranger - Hunter","normal":"","special":"","benefit":"Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.","full_text":"<div><h2>Hunter's Prey - Horde Breaker [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5109,"name":"Defensive Tactics - Escape the Horde","type":"Class Feat","prerequisite":"7th level Ranger - Hunter","normal":"","special":"","benefit":"Opportunity attacks against you are made with disadvantage.","full_text":"<div><h2>Defensive Tactics - Escape the Horde [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> Opportunity attacks against you are made with disadvantage.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5110,"name":"Defensive Tactics - Multiattack Defense","type":"Class Feat","prerequisite":"7th level Ranger - Hunter","normal":"","special":"","benefit":"When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.","full_text":"<div><h2>Defensive Tactics - Multiattack Defense [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5111,"name":"Defensive Tactics - Steel Will","type":"Class Feat","prerequisite":"7th level Ranger - Hunter","normal":"","special":"","benefit":"You have advantage on saving throws against being frightened.","full_text":"<div><h2>Defensive Tactics - Steel Will [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 7th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> You have advantage on saving throws against being frightened.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5112,"name":"Multiattack - Volley","type":"Class Feat","prerequisite":"11th level Ranger - Hunter","normal":"","special":"","benefit":"You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.","full_text":"<div><h2>Multiattack - Volley [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5113,"name":"Multiattack - Whirlwind Attack","type":"Class Feat","prerequisite":"11th level Ranger - Hunter","normal":"","special":"","benefit":"You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.","full_text":"<div><h2>Multiattack - Whirlwind Attack [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 11th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5114,"name":"Superior Hunter's Defense - Evasion","type":"Class Feat","prerequisite":"15th level Ranger - Hunter","normal":"","special":"","benefit":"You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage","full_text":"<div><h2>Superior Hunter's Defense - Evasion [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage <span style=\"font-size: 10pt; font-family: 'Times';\">if you succeed on the saving throw, and only half damage if you fail.<\/span><\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5115,"name":"Superior Hunter's Defense - Stand Against the Tide","type":"Class Feat","prerequisite":"15th level Ranger - Hunter","normal":"","special":"","benefit":"When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.","full_text":"<div><h2>Superior Hunter's Defense - Stand Against the Tide [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5116,"name":"Superior Hunter's Defense - Uncanny Dodge","type":"Class Feat","prerequisite":"15th level Ranger - Hunter","normal":"","special":"","benefit":"When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.","full_text":"<div><h2>Superior Hunter's Defense - Uncanny Dodge [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 15th level Ranger - Hunter<\/p><\/div><div><p><b>Benefit:<\/b> When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/ranger\">Ranger<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5117,"name":"Metamagic - Careful Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.","full_text":"<div><h2>Metamagic - Careful Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5118,"name":"Metamagic - Distant Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell that has a range of 5 feet or greater. you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend I sorcery point to make the range of the spell 30 feet.","full_text":"<div><h2>Metamagic - Distant Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell that has a range of 5 feet or greater. you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend I sorcery point to make the range of the spell 30 feet.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5119,"name":"Metamagic - Empowered Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.","full_text":"<div><h2>Metamagic - Empowered Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5120,"name":"Metamagic - Extended Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell that has a duration of 1 minute or longer, you can spend I sorcery point to double its duration, to a maximum duration of 24 hours.","full_text":"<div><h2>Metamagic - Extended Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell that has a duration of 1 minute or longer, you can spend I sorcery point to double its duration, to a maximum duration of 24 hours.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5121,"name":"Metamagic - Heightened Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.","full_text":"<div><h2>Metamagic - Heightened Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5122,"name":"Metamagic - Quickened Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.","full_text":"<div><h2>Metamagic - Quickened Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5123,"name":"Metamagic - Subtle Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell, you can spend 1 sorcery point to east it without any somatic or verbal components.","full_text":"<div><h2>Metamagic - Subtle Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell, you can spend 1 sorcery point to east it without any somatic or verbal components.<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5124,"name":"Metamagic - Twinned Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).","full_text":"<div><h2>Metamagic - Twinned Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"},{"id":5125,"name":"Metamagic - Twinned Spell","type":"Class Feat","prerequisite":"3rd level Sorcerer","normal":"","special":"","benefit":"When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).","full_text":"<div><h2>Metamagic - Twinned Spell [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> 3rd level Sorcerer<\/p><\/div><div><p><b>Benefit:<\/b> When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).<\/p><\/div><strong>Used Class:<\/strong> <a href=\"http:\/\/class.com\/sorcerer\">Sorcerer<\/a><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"PhB"}],[{"id":929,"name":"Elf (Dark\/Drow)","full_text":"<h1>Elf (Dark\/Drow)<\/h1><p>Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to&nbsp;evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac. silver, pink. red, and blue. They tend to be smaller and thinner than most elves.<\/p><p>Drow adventurers are rare, and the race does not exist in all worlds. Check with your Dungeon Master to see<br \/> if you can play a drow character.<\/p><h2>Elf (Dark\/Drow) Traits<\/h2><p><strong>Ability Score Increase.<\/strong>Your Charisma score increases by 1.<\/p><p><strong>Superior Darkvision.<\/strong> Your darkvision has a radius of 120 feet.<\/p><p><strong>Sunlight Sensitivity.<\/strong> You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.<\/p><p><strong>Drow Magic.<\/strong>You know the dancing lights cantrip. When you reach 3rd level, you can cast the Merle fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.<\/p><p><strong>Drow Weapon Training.<\/strong> You have proficiency with rapiers, shortswords, and hand crossbows.<\/p>","reference":"PhB"},{"id":931,"name":"Mountain Dwarf","full_text":"<h1>Mountain Dwarf<\/h1><p>See&nbsp;<a href=\"http:\/\/race.com\/Dwarves, Hill Dwarves\">Dwarves, Hill Dwarves<\/a> for details about the Dwarves.<\/p><p>As a mountain dwarf, you're strong and hardy,&nbsp;accustomed to a difficult life in rugged terrain. You&rsquo;re probably on the tall side (for a dwarf), and tend toward lighter coloration.<\/p><p>The shield dwarves of northern Faerun, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.<\/p><h2>Mountain Dwarf Traits<\/h2><p><strong>Ability Score Increase.<\/strong> <br \/>Your Strength score increases by 2.<\/p><p><strong>Dwarven Armor Training.<\/strong><\/p><p>You have proficiency with light and medium armor.<\/p>","reference":"PH"},{"id":932,"name":"Wood Elf","full_text":"<h1>Wood Elf<\/h1><p>See <a href=\"http:\/\/race.com\/Elves, High Elves\">Elves, High Elves<\/a>&nbsp;for details about the Elves in general.<\/p><p>As a wood elf, you have keen senses and intuition, and<br \/>your fleet feet carry you quickly and stealthily through your native forests. This category includes the w<em>ild elves (grugach) of Greyhawk<\/em> and the <em>Kagonesti of Dragonlance<\/em>, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerun, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.<\/p><p>Wood elves&rsquo; skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.<\/p><h2>Wood Elf Traits<\/h2><p><em><strong>Ability Score Increase.<\/strong> <\/em><br \/>Your Wisdom score increases by 1.<\/p><p><em><strong>Elf Weapon Training.<\/strong> <\/em><br \/>You have proficiency with the longsword, shortsword, shortbow, and longbow.<\/p><p><em><strong>Fleet of Foot.<\/strong><\/em><br \/>Your base walking speed increases to 35 feet.<\/p><p><em><strong>Mask of the Wild.<\/strong> <\/em><br \/>You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.<\/p>","reference":"PH"},{"id":934,"name":"Stout Halfling","full_text":"<h1>Stout<\/h1><p>See&nbsp;<a href=\"http:\/\/race.com\/Halflings, Lightfoot\">Halflings, Lightfoot<\/a>&nbsp;for details about the Halflings&nbsp;in general.<\/p><p>As a stout halfling, you're hardier than average and have&nbsp;some resistance to poison. Some say that stouts have&nbsp;dwarven blood. In the Forgotten Realms, these halflings&nbsp;are called stronghearts, and they&rsquo;re most common&nbsp;in the south.<\/p><h2>Stout Traits<\/h2><p><em><strong>Ability Score Increase<\/strong><\/em>.<br \/>Your Constitution score increases by 1.<\/p><p><em><strong>Stout Resilience.<\/strong><\/em> <br \/>You have advantage on saving&nbsp;throws against poison, and you have resistance&nbsp;against poison damage.<\/p>","reference":"PH"},{"id":935,"name":"Forest Gnome","full_text":"<h1>Forest Gnome<\/h1><p>See&nbsp;<a href=\"http:\/\/race.com\/Gnomes, Rock Gnomes\">Gnomes, Rock Gnomes<\/a>&nbsp;for details about the Gnomes&nbsp;in general.<\/p><p>As a forest gnome, you have a natural knack for illusion&nbsp;and inherent quickness and stealth. In the worlds of&nbsp;D&amp;D, forest gnomes are rare and secretive. They gather&nbsp;in hidden communities in sylvan forests, using illusions&nbsp;and trickery to conceal themselves from threats or&nbsp;to mask their escape should they be detected. Forest&nbsp;gnomes tend to be friendly with other good-spirited&nbsp;woodland folk, and they regard elves and good fey as&nbsp;their most important allies. These gnomes also befriend small forest animals and rely on them for information&nbsp;about threats that might prowl their lands.<\/p><h2>Forest Gnome Traits<\/h2><p><em><strong>Ability Score Increase.<\/strong> <\/em><br \/>Your Dexterity score&nbsp;increases by 1.<\/p><p><em><strong>Natural Illusionist.<\/strong> <\/em><br \/>You know the minor illusion&nbsp;cantrip. Intelligence is your spellcasting ability for it.<\/p><p><em><strong>Speak with Small Beasts.<\/strong> <\/em><br \/>Through sounds and&nbsp;gestures, you can communicate simple ideas with Small&nbsp;or smaller beasts. Forest gnomes love animals and often&nbsp;keep squirrels, badgers, rabbits, moles, woodpeckers,&nbsp;and other creatures as beloved pets.<\/p>","reference":"PH"},{"id":936,"name":"Humans","full_text":"<div><h1><strong>Human<\/strong><\/h1><h2><strong>Human Traits<\/strong><\/h2><p>It's hard to make generalizations about humans, but your human character has these traits.<\/p><p><strong><em>Ability Score Increase. <\/em><\/strong> Your ability scores each increase by 1.<\/p><p><strong><em>Age. <\/em><\/strong> Humans reach adulthood in their late teens and live less than a century.<\/p><p><strong><em>Alignment. <\/em><\/strong> Humans tend toward no particular alignment. The best and the worst are found among them.<\/p><p><strong><em>Size. <\/em><\/strong> Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.<\/p><p><em>Speed. <\/em> Your base walking speed is 30 feet.<strong><em>&nbsp;<\/em><\/strong><\/p><p><strong style=\"font-size: 12pt; -webkit-text-size-adjust: 100%;\"><em>Languages. <\/em><\/strong>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.<\/p><p>They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.<\/p><\/div>","reference":"user"},{"id":938,"name":"Dwarves, Hill Dwarves","full_text":"<h1><strong>Dwarf<\/strong><\/h1><h2><strong>Dwarf Traits<\/strong><\/h2><p>Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.<\/p><p><em><strong>Ability Score Increase<\/strong><strong>.<\/strong> <\/em>Your Constitution score increases by 2.<\/p><p><em><strong>Age<\/strong><strong>.<\/strong><\/em>&nbsp;Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.<\/p><p><em><strong>Alignment.<\/strong><\/em>&nbsp;Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.<\/p><p><em><strong>Size.<\/strong><\/em>&nbsp;Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.<\/p><p><em><strong>Speed. <\/strong><\/em>Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.<\/p><p><em><strong>Darkvision. <\/strong><\/em>Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<\/p><p><em><strong>Dwarven Resilience.<\/strong><\/em> You have advantage on saving throws against poison, and you have resistance against poison damage.<\/p><p><em><strong>Dwarven Combat Training. <\/strong><\/em>You have proficiency with the battleaxe, handaxe. throwing hammer and warhammer.<\/p><p><em><strong>Tool Proficiency.<\/strong><\/em> You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.<\/p><p><em><strong>Stonecunning.<\/strong><\/em> Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.<\/p><p><em><strong>Languages.<\/strong><\/em> You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.<\/p><p><em><strong>Subraces.<\/strong><\/em> Two main subraces of dwarves populate the worlds of D&amp;D: hill dwarves and mountain dwarves. Choose one of these subraces.<\/p><h2>Hill Dwarf<\/h2><p>As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerein in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.<\/p><p><em><strong>Ability Score Increase.<\/strong><\/em> Your Wisdom score increases by 1.<\/p><p><em><strong>Dwarven Toughness.<\/strong><\/em> Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<\/p><p>&nbsp;<\/p>","reference":"PhB"}],[],[{"id":"6627","name":"Pirate","type":"background","hit_die":"","alignment":"Any","full_text":"<h2>Pirate<\/h2><p><b>Type:<\/b> background<\/p><h3>Requirements<\/h3><p>To quilify for this class, a character must fulfill all the folowing criteria<\/p><p><b>Alignment:<\/b> Any<br \/><br \/><\/p><hr \/><p><strong>Variant <a href=\"http:\/\/class.com\/sailor\">Sailor<\/a>: Pirate<\/strong><\/p><p>As a Pirate you spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.<\/p><p>If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature (see sidebar) instead of the Ship's Passage feature.<\/p><p>&nbsp;<\/p><p><strong>Variant Feature: Bad Reputation<\/strong><br \/> If your character has a sailor background, you may select this background feature instead of Ship's Passage.<\/p><p>No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.<\/p><p><br \/><br \/><b>Reference:&nbsp;<\/b><\/p>","reference":"PhB","class_skills":"","proficiencies":""},{"id":"6628","name":"Gladiator","type":"background","hit_die":"","alignment":"Any","full_text":"<div><h2>Gladiator<\/h2><p><b>Type:<\/b> background<\/p><h3>Requirements<\/h3><p>To quilify for this class, a character must fulfill all the folowing criteria<\/p><p><b>Alignment:<\/b> Any<br \/><br \/><\/p><hr \/><div class=\"page\" title=\"Page 132\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Variant <a href=\"http:\/\/class.com\/entertainer\">Entertainer<\/a>: Gladiator<\/strong><br \/> A gladiator is as much an entertainer as any minstrel&nbsp;or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of&nbsp;flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor.<\/p><p>Using your <strong>By Popular Demand feature<\/strong>, you can find a place to perform in any place that features combat for entertainment&mdash;perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.<\/p><\/div><\/div><\/div><p><br \/><br \/><b>Reference:<\/b>&nbsp;<\/p><\/div>","reference":"PhB","class_skills":"","proficiencies":""},{"id":"6629","name":"Guild Merchant","type":"background","hit_die":"","alignment":"Any","full_text":"<div><h2>Guild Merchant<\/h2><p><b>Type:<\/b> background<\/p><h3>Requirements<\/h3><p>To quilify for this class, a character must fulfill all the folowing criteria<\/p><p><b>Alignment:<\/b> Any<br \/><br \/><\/p><hr \/><br \/><div class=\"page\" title=\"Page 134\"><div class=\"layoutArea\"><div class=\"column\"><p><strong>Variant <a href=\"http:\/\/class.com\/guild artisan\">Guild Artisan<\/a>: Guild Merchant<\/strong><\/p><p>Instead of an artisans' guild, you might belong to a<br \/> guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying<br \/> and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region, Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan.<\/p><p>Rather&nbsp;than proficiency with artisan's tools, you might be proficient with navigator's tools or an additional language. And instead of artisan's tools, you can start with a mute and a cart.<\/p><\/div><\/div><\/div><p><br \/><b>Reference:<\/b>&nbsp;<\/p><\/div>","reference":"PhB","class_skills":"","proficiencies":""},{"id":"5124","name":"Barbarian Berserker","type":"archetype","hit_die":"d12","alignment":"Any","full_text":"<h1>Path of the&nbsp;Berserker<\/h1><p>See <a href=\"http:\/\/class.com\/Barbarian\">Barbarian<\/a>&nbsp;for the main class description.<\/p><p>For some barbarians, rage is a means to an end, that&nbsp;end being violence. The Path of the Berserker is a path&nbsp;of untrammeled fury, slick with blood. As you enter&nbsp;the berserker&rsquo;s rage, you thrill in the chaos of battle,&nbsp;heedless of your own health or well-being.<\/p><p><em><strong>Frenzy<\/strong><\/em><br \/>Starting when you choose this path at 3rd level, you&nbsp;can go into a frenzy when you rage. If you do so, for&nbsp;the duration of your rage you can make a single melee&nbsp;weapon attack as a bonus action on each o f your turns&nbsp;after this one. When your rage ends, you suffer one level&nbsp;of exhaustion (as described in appendix A).<\/p><p><em><strong>Mindless Rage<\/strong><\/em><br \/>Beginning at 6th level, you can&rsquo;t be charmed or&nbsp;frightened while raging. If you are charmed or&nbsp;frightened when you enter your rage, the effect is&nbsp;suspended for the duration of the rage.<\/p><p><em><strong>Intimidating Presence<\/strong><\/em><br \/>Beginning at 10th level, you can use your action to&nbsp;frighten someone with your menacing presence.&nbsp;When you do so, choose one creature that you can see&nbsp;within 30 feet of you. If the creature can see or hear&nbsp;you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened o f you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. <br \/>If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.<\/p><p><em><strong>Retaliation<\/strong><\/em><br \/>Starting at 14th level, when you take damage from&nbsp;a creature that is within 5 feet o f you. you can use&nbsp;your reaction to make a melee weapon attack against&nbsp;that creature.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5125","name":"Barbarian Totem Warrior","type":"archetype","hit_die":"d12","alignment":"Any","full_text":"<h1>Path of the&nbsp;Totem Warrior<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Barbarian\">Barbarian<\/a>&nbsp;for the main class description.<\/p><p>The Path of the Totem Warrior is a spiritual journey, as&nbsp;the barbarian accepts a spirit animal as guide, protector,&nbsp;and inspiration. In battle, your totem spirit fills you&nbsp;with supernatural might, adding magical fuel to your&nbsp;barbarian rage.<br \/>Most barbarian tribes consider a totem animal to be&nbsp;kin to a particular clan. In such cases, it is unusual for&nbsp;an individual to have more than one totem animal spirit,&nbsp;though exceptions exist.<\/p><p><br \/><em><strong>Spirit Seeker<\/strong><\/em><br \/>Yours is a path that seeks attunement with the natural&nbsp;world, giving you a kinship with beasts. At 3rd level when&nbsp;you adopt this path, you gain the ability to cast the beast&nbsp;sense and speak with animals spells, but only as rituals,&nbsp;as described in chapter 10.<\/p><p><em><strong>Totem Spriti<\/strong><\/em><br \/>At 3rd level, when you adopt this path, you choose a&nbsp;totem spirit and gain its feature. You must make or&nbsp;acquire a physical totem object- an amulet or similar&nbsp;adornment, that incorporates fur or feathers, claws,&nbsp;teeth, or bones of the totem animal. At your option, you&nbsp;also gain minor physical attributes that are reminiscent&nbsp;of your totem spirit. For example, if you have a bear&nbsp;totem spirit, you might be unusually hairy and thickskinned,&nbsp;or if your totem is the eagle, your eyes turn&nbsp;bright yellow.&nbsp;Your totem animal might be an animal related to those&nbsp;listed here but more appropriate to your homeland.<br \/>For example, you could choose a hawk or vulture in&nbsp;place of an eagle.&nbsp;<\/p><p><strong>Bear.<\/strong> While raging, you have resistance to all damage&nbsp;except psychic damage. The spirit o f the bear makes you&nbsp;tough enough to stand up to any punishment.&nbsp;<\/p><p><strong>Eagle.<\/strong> While you're raging and aren&rsquo;t wearing&nbsp;heavy armor, other creatures have disadvantage on&nbsp;opportunity attack rolls against you, and you can use the&nbsp;Dash action as a bonus action on your turn. The spirit&nbsp;of the eagle makes you into a predator who can weave&nbsp;through the fray with ease.<\/p><p><strong>Wolf<\/strong>, While you're raging, your friends have&nbsp;advantage on melee attack rolls against any creature&nbsp;within 5 feet of you that is hostile to you. The spirit of&nbsp;the wolf makes you a leader of hunters.<\/p><p><br \/><strong>Aspect of the Beast<\/strong><br \/>At 6th level, you gain a magical benefit based on the&nbsp;totem animal of your choice. You can choose the same&nbsp;animal you selected at 3rd level or a different one.&nbsp;<\/p><p><strong>Bear.<\/strong> You gain the might of a bear. Your carrying&nbsp;capacity (including maximum load and maximum lift)&nbsp;is doubled, and you have advantage on Strength checks&nbsp;made to push, pull, lift, or break objects.<br \/><br \/><strong>Eagle<\/strong>. You gain the eyesight of an eagle. You can&nbsp;see up to 1 mile away with no difficulty, able to discern&nbsp;even fine details as though looking at something no&nbsp;more than 100 feet away from you. Additionally, dim&nbsp;light doesn't impose disadvantage on your Wisdom&nbsp;(Perception) checks.<br \/><br \/><strong>Wolf<\/strong>, You gain the hunting sensibilities of a wolf. You&nbsp;can track other creatures while traveling at a fast pace,&nbsp;and you can move stealthily while traveling at a normal&nbsp;pace.<br \/><br \/><em><strong>Spirit Walker<\/strong><\/em><br \/>At 10th level, you can cast the commune with nature&nbsp;spell, but only as a ritual. When you do so, a spiritual&nbsp;version of one of the animals you chose for Totem Spirit&nbsp;or Aspect o f the Beast appears to you to convey the&nbsp;information you seek.<\/p><p><br \/><em><strong>Totemic Attunement<\/strong><\/em><br \/>At 14th level, you gain a magical benefit based on a&nbsp;totem animal of your choice. You can choose the same&nbsp;animal you selected previously or a different one.<br \/><br \/><strong>Bear<\/strong>, While you&rsquo;re raging, any creature within 5 feet&nbsp;of you that&rsquo;s hostile to you has disadvantage on attack&nbsp;rolls against targets other than you or another character&nbsp;with this feature. An enemy is immune to this effect if it&nbsp;can&rsquo;t see or hear you or if it can&rsquo;t be frightened.<br \/><br \/><strong>Eagle<\/strong>. While raging, you have a flying speed equal to&nbsp;your current walking speed. This benefit works only in&nbsp;short bursts; you fall if you end your turn in the air and&nbsp;nothing else is holding you aloft.<br \/><br \/><strong>Wolf<\/strong>. While you&rsquo;re raging, you can use a bonus action&nbsp;on your turn to knock a Large or smaller creature prone&nbsp;when you hit it with melee w eapon attack.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5126","name":"Bard, College of Lore","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>College of Lore<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Bard\">Bard<\/a>&nbsp;for the main class description.<br \/><br \/>Bards of the College o f Lore know something about&nbsp;most things, collecting bits of knowledge from sources&nbsp;as diverse as scholarly tomes and peasant tales.&nbsp;Whether singing folk ballads in taverns or elaborate&nbsp;compositions in royal courts, these bards use their gifts&nbsp;to hold audiences spellbound. When the applause dies&nbsp;down, the audience members might find themselves&nbsp;questioning everything they held to be true, from their&nbsp;faith in the priesthood of the local temple to their&nbsp;loyalty to the king.<br \/>The loyalty of these bards lies in the pursuit of beauty&nbsp;and truth, not in fealty to a monarch or following the&nbsp;tenets of a deity. A noble who keeps such a bard as a&nbsp;herald or advisor knows that the bard would rather be&nbsp;honest than politic.<br \/>The college&rsquo;s members gather in libraries and&nbsp;sometimes in actual colleges, complete with classrooms&nbsp;and dormitories, to share their lore with one another.&nbsp;They also meet at festivals or affairs of state, where they&nbsp;can expose corruption, unravel lies, and poke fun at selfimportant&nbsp;figures of authority.<\/p><p><em><strong>Bonus Proficiencies<\/strong><\/em><br \/>When you join the College of Lore at 3rd level, you gain&nbsp;proficiency with three skills of your choice.<\/p><p><em><strong>Cutting Words<\/strong><\/em><br \/>Also at 3rd level, you learn how to use your wit to&nbsp;distract, confuse, and otherwise sap the confidence and&nbsp;competence of others. When a creature that you can&nbsp;see within 60 feet o f you makes an attack roll, an ability&nbsp;check, or a damage roll, you can use your reaction to&nbsp;expend one of your uses o f Bardic Inspiration, rolling&nbsp;a Bardic Inspiration die and subtracting the number&nbsp;rolled from the creature&rsquo;s roll. You can choose to use&nbsp;this feature after the creature makes its roll, but before&nbsp;the DM determines whether the attack roll or ability&nbsp;check succeeds or fails, or before the creature deals its&nbsp;damage. The creature is immune if it can&rsquo;t hear you or if&nbsp;it&rsquo;s immune to being charmed.<\/p><p><em><strong>Additional Magical Secrets<\/strong><\/em><br \/>At 6th level, you learn two spells of your choice from any&nbsp;class. A spell you choose must be o f a level you can cast,&nbsp;as shown on the Bard table, or a cantrip. The chosen&nbsp;spells count as bard spells for you but don&rsquo;t count&nbsp;against the number o f bard spells you know.<\/p><p><em><strong>Peerless Skill<\/strong><\/em><br \/>Starting at 14th level, when you make an ability check,&nbsp;you can expend one use of Bardic Inspiration. Roll a&nbsp;Bardic Inspiration die and add the number rolled to&nbsp;your ability check. You can choose to do so after you roil&nbsp;the die for the ability check, but before the DM tells you&nbsp;whether you succeed or fail.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5127","name":"Bard, College of Valor","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>College of Valor<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Bard\">Bard<\/a>&nbsp;for the main class description.<\/p><p>Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn&rsquo;t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.<\/p><p><em><strong>Bonus Proficiencies<br \/><\/strong><\/em>When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.<\/p><p><em><strong>Combat Inpsiration<br \/><\/strong><\/em>Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.<\/p><p><em><strong>Extra Attack<br \/><\/strong><\/em>Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p><p><em><strong>Battle Magic<br \/><\/strong><\/em>At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5130","name":"Cleric, Knowledge","type":"domain","hit_die":"d8","alignment":"Any","full_text":"<h1><strong>Knowledge Domain<\/strong><\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Cleric\">Cleric<\/a>&nbsp;for the class description.&nbsp;<\/p><p><strong>Knowledge Domain Spells<\/strong><\/p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br \/>1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/Command\">Command<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/Identify\">Identify<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/Augury\">Augury<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/Suggestion\">Suggestion<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/Nondetection\">Nondetection<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/Speak with Dead\">Speak with Dead<\/a><\/em><br \/>7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/Arcane Eye\">Arcane Eye<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/Confusion\">Confusion<\/a><\/em><br \/>9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/Legend Lore\">Legend Lore<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/Scrying\">Scrying<\/a><\/em><\/p><p><strong>Blessing of Knowledge<\/strong><\/p><p>At 1st level, you learn two alnguages of your choice.<br \/>You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.<br \/>Your proficiency bonus is doubled for any ability check you make that uses either of those skills.<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Knowledge of the Ages<\/strong><\/p><p>Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Knowledge of the Ages<\/strong><\/p><p>At 6th level, you can use your Channel Divinity to read a creature&rsquo;s thoughts. You can then use your access to the creature&rsquo;s mind to command it.<br \/>As an action, choose one creature that you can see within 60ft of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can&rsquo;t use this feature on it again until you finish a long rest.<br \/>If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute.<br \/>During that time that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.<\/p><p><strong>Potent Spellcasting<\/strong><\/p><p>Starting at 8th level, you add your wisdom modigier to the damage you deal with any cleric cantrip.<\/p><p><strong>visions of the Past<\/strong><\/p><p>Starting at 17th level, you can call up visions of the&nbsp;past that relate to an object you hold or your immediate&nbsp;surroundings. You spend at least 1 minute in meditation&nbsp;and prayer, then receive dreamlike, shadowy glimpses&nbsp;of recent events. You can meditate in this way for a&nbsp;number of minutes equal to your Wisdom score and&nbsp;must maintain concentration during that time, as if you&nbsp;were casting a spell.<br \/>Once you use this feature, you can&rsquo;t use it again until&nbsp;you finish a short or long rest.<br \/><em><strong><br \/>Object Reading.<\/strong><\/em>&nbsp;Holding an object as you meditate,&nbsp;you can see visions of the object&rsquo;s previous owner.&nbsp;After meditating for 1 minute, you learn how the owner&nbsp;acquired and lost the object, as well as the most recent&nbsp;significant event involving the object and that owner.&nbsp;If the object was owned by another creature in the&nbsp;recent past (within a number of days equal to your&nbsp;Wisdom score), you can spend 1 additional minute&nbsp;for each owner to learn the same information about&nbsp;that creature.<br \/><br \/><em><strong>Area Reading.<\/strong><\/em>&nbsp;As you meditate, you see visions&nbsp;of recent events in your immediate vicinity (a room,&nbsp;street, tunnel, clearing, or the like, up to a 50-foot cube),&nbsp;going back a number of days equal to your Wisdom&nbsp;score. For each minute you meditate, you learn about&nbsp;one significant event, beginning with the most recent.&nbsp;Significant events typically involve powerful emotions,&nbsp;such as battles and betrayals, marriages and murders,&nbsp;births and funerals. However, they might also include&nbsp;more mundane events that are nevertheless important&nbsp;in your current situation.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5131","name":"Cleric, Life","type":"domain","hit_die":"d8","alignment":"Any","full_text":"<h1><strong>Life Domain<\/strong><\/h1><p>&nbsp;See&nbsp;<a href=\"http:\/\/class.com\/Cleric\">Cleric<\/a>&nbsp;for the class description.&nbsp;<\/p><p><strong>Life Domain Spells<\/strong><\/p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br \/>1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/bless\">bless<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/cure wounds\">cure wounds<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/lesser restoration\">lesser restoration<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/spiritual weapon\">spiritual weapon<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/beacon of hope\">beacon of hope<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/revivify\">revivify<\/a><\/em><br \/>7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/death ward\">death ward<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/guardian of faith\">guardian of faith<\/a><\/em><br \/>9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/mass cure wounds\">mass cure wounds<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/raise dead\">raise dead<\/a><\/em><\/p><p><strong>Bonus Proficiency<\/strong><\/p><p>When you choose this domain at 1st level, you gain proficiency with heavy armor.<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Preserve Life<\/strong><\/p><p>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.<br \/>As an action, you can present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any points among them. This feature can restore a creature to no more than half of its hit point maximum. You can&rsquo;t use this feature on an undead or a construct.<\/p><p><strong>Blessed Healer.<\/strong><\/p><p>Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell&rsquo;s level.<\/p><p><strong>Divine Strike.<\/strong><\/p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to target. When you reach 14th level, the extra damage increases to 2d8.<\/p><p><strong>Supreme Healing.<\/strong><\/p><p>Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell. You instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5132","name":"Cleric, Light","type":"domain","hit_die":"d8","alignment":"Any","full_text":"<h1><strong>Light Domain<\/strong><\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Cleric\">Cleric<\/a>&nbsp;for the class description.&nbsp;<\/p><p><strong>Light Domain Spells<\/strong><\/p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br \/>1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/burning hands\">burning hands<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/faerie fire\">faerie fire<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/flaming sphere\">flaming sphere<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/scorching ray\">scorching ray<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/daylight\">daylight<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/fireball\">fireball<\/a><\/em><br \/>7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/guardian of faith\">guardian of faith<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/wall of fire\">wall of fire<\/a><\/em><br \/>9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<em><a href=\"http:\/\/spell.com\/flame strike\">flame strike<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/scrying\">scrying<\/a><\/em><\/p><p><strong>Bonus Cantrip<\/strong><\/p><p>When you choose this domain at 1st level, you gain the&nbsp;<em>light<\/em>cantrip if you don&rsquo;t already know it.<\/p><p><strong>Warding Flare.<\/strong><\/p><p>Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can&rsquo;t be blinded is immune to this feature.<br \/>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), you regain all expended uses when you finish a long rest.<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Radiance of the Dawn<\/strong><\/p><p>Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.<br \/>As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, half damage on a successful one. A creature that has total cover from you is not affected.<\/p><p><strong>Improved Flare.<\/strong><\/p><p>Beginning at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.<\/p><p><strong>Divine Strike.<\/strong><\/p><p>Starting at 8th, you add your Wisdom modifier to the damage you deal with any cleric cantrip.<\/p><p><strong>Corona of Light.<\/strong><\/p><p>Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another reaction. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5133","name":"Cleric, Nature","type":"domain","hit_die":"d8","alignment":"Any","full_text":"<h1><strong>Nature Domain<\/strong><\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Cleric\">Cleric<\/a>&nbsp;for the class description.&nbsp;<\/p><p><strong>Nature Domain Spells<\/strong><\/p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br \/>1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/animal friendship\">animal friendship<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/speak with animals\">speak with animals<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/barkskin\">barkskin<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/spike growth\">spike growth<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/plant growth\">plant growth<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/wind wall\">wind wall<\/a><\/em><br \/>7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/dominate beast\">dominate beast<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/grasping vine\">grasping vine<\/a><\/em><br \/>9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/insect plague\">insect plague<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/tree stride\">tree stride<\/a><\/em><\/p><p><strong>Acolyte of Nature.<\/strong><\/p><p>At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice; Animal Handling, Nature, or Survival.<\/p><p><strong>Bonus Proficiency.<\/strong><\/p><p>Also at 1st level, you gain proficiency with heavy armor.<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Charm Animals and Plants<\/strong><\/p><p>Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.<br \/>As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.<\/p><p><strong>Dampen Elements<\/strong><\/p><p>Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.<\/p><p><strong>Divine Strike.<\/strong><\/p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.<\/p><p><strong>Master of Nature<\/strong><\/p><p>At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5134","name":"Cleric, Tempest","type":"domain","hit_die":"d8","alignment":"Any","full_text":"<h1><strong>Tempest Domain<\/strong><\/h1><p>&nbsp;See&nbsp;<a href=\"http:\/\/class.com\/Cleric\">Cleric<\/a>&nbsp;for the class description.&nbsp;<\/p><p><strong>Tempest Domain Spells<\/strong><\/p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br \/>1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/fog cloud\">fog cloud<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/thunderwave\">thunderwave<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/gust of wind\">gust of wind<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/shatter\">shatter<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/call lightning\">call lightning<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/sleet storm\">sleet storm<\/a><\/em><br \/>7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/control water\">control water<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/ice storm\">ice storm<\/a><\/em><br \/>9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/destructive wave\">destructive wave<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/insect plague\">insect plague<\/a><\/em><\/p><p><strong>Bonus Proficiencies<\/strong><\/p><p>At 1st level, you gain proficiency with martial weapons and heavy armor.<\/p><p><strong>Wrath of the Storm.<\/strong><\/p><p>Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Destructive Wrath<\/strong><\/p><p>Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.<br \/>When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.<\/p><p><strong>Thunderbolt Strike<\/strong><\/p><p>At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.<\/p><p><strong>Divine Strike.<\/strong><\/p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.<\/p><p><strong>Stormborn.<\/strong><\/p><p>At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5135","name":"Cleric, Trickery","type":"domain","hit_die":"d8","alignment":"Any","full_text":"<h1><strong>Trickery Domain<\/strong><\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Cleric\">Cleric<\/a>&nbsp;for the class description.&nbsp;<\/p><p><strong>Trickery Domain Spells<\/strong><\/p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br \/>1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/charm person\">charm person<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/disguise self\">disguise self<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/mirror image\">mirror image<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/pass without trace\">pass without trace<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/blink\">blink<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/dispel magic\">dispel magic<\/a><\/em><br \/>7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/dimension door\">dimension door<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/polymorph\">polymorph<\/a><\/em><br \/>9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/dominate person\">dominate person<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/modify memory\">modify memory<\/a><\/em><\/p><p><strong>Blessing of the Trickster<\/strong><\/p><p>Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (stealth) checks. This blessing lasts for 1 hour or until you use this feature again..<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Invoke Duplicity<\/strong><\/p><p>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.<br \/>As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.<br \/>For the duration, you can cast spells as though you were in the illusion&rsquo;s space, but you must use your own senses. Additionally, when both you and your illusion are with 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><strong>Channel Divinity<\/strong><br \/><strong>Cloak of Shadows<\/strong><\/p><p>At 6th level, you can use your Channel Divinity to vanish.<br \/>As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.<\/p><p><strong>Divine Strike.<\/strong><\/p><p>At 8th level, you gain the ability to infuse your weapon strikes with poison-a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increase to 2d8.<\/p><p><strong>Improved Duplicity.<\/strong><\/p><p>At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum of range of 120 feet.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5136","name":"Cleric, War","type":"domain","hit_die":"d8","alignment":"Any","full_text":"<h1><strong>War Domain<\/strong><\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Cleric\">Cleric<\/a>&nbsp;for the class description.&nbsp;<\/p><p><strong>War Domain Spells<\/strong><\/p><p>Cleric Level &hellip;&hellip;&hellip;&hellip;. Spells<br \/>1st &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/divine favor\">divine favor<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/shield of faith\">shield of faith<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/magic weapon\">magic weapon<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/spiritual weapon\">spiritual weapon<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/crusader&rsquo;s mantle\">crusader&rsquo;s mantle<\/a>,<em>&nbsp;<a href=\"http:\/\/spell.com\/spirit guardians\">spirit guardians<\/a><\/em><br \/>7th &hellip;&hellip;&hellip;&hellip;.&nbsp;<em><a href=\"http:\/\/spell.com\/freedom of movement\">freedom of movement<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/stoneskin\">stoneskin<\/a><\/em><br \/>9th &hellip;&hellip;&hellip;&hellip;.&nbsp;<a href=\"http:\/\/spell.com\/flame strikes\">flame strikes<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/hold monster\">hold monster<\/a><\/em><\/p><p><strong>Bonus Proficiences.<\/strong><\/p><p>At 1st level, you gain proficiency with martial weapons and heavy armor.<\/p><p><strong>Blessing of the Trickster<\/strong><\/p><p>From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.<br \/>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.<\/p><p><strong>Channel Divinity:<\/strong><br \/><strong>Guided Strikes<\/strong><\/p><p>Starting at 2nd level, you can use your Channel Divinity to strikes with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.<\/p><p><strong>Channel Divinity<\/strong><br \/><strong>War God&rsquo;s Blessing<\/strong><\/p><p>At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.<\/p><p><strong>Divine Strike.<\/strong><\/p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.<\/p><p><strong>Avatar of Battle.<\/strong><\/p><p>At 17th level, you gain resistance to bludgeoning, piecing, and slashing damage from nonmagical weapons.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5137","name":"Druid, Circle of the Land","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Circle of the Land<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Druid\">Druid<\/a>&nbsp;for the class description.&nbsp;<\/p><p>The Circle of the Land is made up of mystics and sages&nbsp;who safeguard ancient knowledge and rites through&nbsp;a vast oral tradition. These druids meet within sacred&nbsp;circles of trees or standing stones to whisper primal&nbsp;secrets in Druidic. The circle&rsquo;s wisest members preside&nbsp;as the chief priests of communities that hold to the Old&nbsp;Faith and serve as advisors to the rulers of those folk.&nbsp;As a member of this circle, your magic is influenced&nbsp;by the land where you were initiated into the circle&rsquo;s&nbsp;mysterious rites.<\/p><h3><strong>Bonus Cantrip<\/strong><\/h3><p>When you choose this circle at 2nd level, you learn one&nbsp;additional druid cantrip of your choice.<\/p><h3><strong>Natural Recovery<\/strong><\/h3><p>Starting at 2nd level, you can regain some of your&nbsp;magical energy by sitting in meditation and communing&nbsp;with nature. During a short rest, you choose expended&nbsp;spell slots to recover. The spell slots can have a&nbsp;combined level that is equal to or less than half your&nbsp;druid level (rounded up), and none of the slots can be&nbsp;6th level or higher. You can&rsquo;t use this feature again until&nbsp;you finish a long rest&nbsp;For example, when you are a 4th-level druid, you can&nbsp;recover up to two levels worth of spell slots. You can&nbsp;recover either a 2nd-level slot or two 1st-level slots.<\/p><h3><strong>Circle Spells<\/strong><\/h3><p>Your mystical connection to the land infuses you with&nbsp;the ability to cast certain spells. At 3rd, 5th, 7th, and&nbsp;9th level you gain access to circle spells connected&nbsp;to the land where you became a druid. Choose that&nbsp;land - arctic, coast, desert, forest, grassland, mountain,&nbsp;swamp, or Underdark&mdash;and consult the associated&nbsp;list of spells.<\/p><p><strong>Arctic<br \/><\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; Spells<\/span><br \/>3rd &nbsp; &nbsp; &nbsp; &nbsp;<a href=\"http:\/\/spell.com\/hold person\">hold person<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/spike growth\">spike growth<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp;<a href=\"http:\/\/spell.com\/sleet storm\">sleet storm<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/slow\">slow<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp;<a href=\"http:\/\/spell.com\/freedom of movement\">freedom of movement<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/ice storm\">ice storm<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp;<a href=\"http:\/\/spell.com\/commune with nature\">commune with nature<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/cone of cold\">cone of cold<\/a><\/p><p><strong>Coast<\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; &nbsp;Spells<br \/><\/span>3rd &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/mirror image\">mirror image<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/misty step\">misty step<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/water breathing\">water breathing<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/water walk\">water walk<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/control water\">control water<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/freedom of movement\">freedom of movement<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/conjure elemental\">conjure elemental<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/scrying\">scrying<\/a><\/p><p><strong>Desert<\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; &nbsp;Spells<\/span><br \/>3rd &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/blur\">blur<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/silence\">silence<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/create food and water\">create food and water<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/protection from energy\">protection from energy<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/blight\">blight<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/hallucinatory terrain\">hallucinatory terrain<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/insect plague\">insect plague<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/wall of stone\">wall of stone<\/a><\/p><p><strong>Forest<\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; &nbsp;Spells<\/span><br \/>3rd &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/barkskin\">barkskin<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/spider climb\">spider climb<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/call lightning\">call lightning<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/plant growth\">plant growth<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/divination\">divination<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/freedom of movement\">freedom of movement<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/commune with nature\">commune with nature<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/tree stride\">tree stride<\/a><\/p><p><strong>Grassland<\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; &nbsp;Spells<\/span><br \/>3rd &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/invisibility\">invisibility<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/pass without trace\">pass without trace<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/daylight\">daylight<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/haste\">haste<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/divination\">divination<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/freedom of movement\">freedom of movement<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/dream\">dream<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/insect plague\">insect plague<\/a><\/p><p><strong>Mountain<\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; &nbsp;Spells<\/span><br \/>3rd &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/spider climb\">spider climb<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/spike growth\">spike growth<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/lightning bolt\">lightning bolt<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/meld into stone\">meld into stone<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/stone shape\">stone shape<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/stoneskin\">stoneskin<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/passwall\">passwall<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/wall of stone\">wall of stone<\/a><\/p><p><strong>Swamp<\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; &nbsp; Spells<\/span><br \/>3rd &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/darkness\">darkness<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/acid arrow\">acid arrow<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/water walk\">water walk<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/stinking cloud\">stinking cloud<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/freedom of movement\">freedom of movement<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/locate creature\">locate creature<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/insect plague\">insect plague<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/scrying\">scrying<\/a><\/p><p><strong>Underdark<\/strong><\/p><p><span style=\"text-decoration: underline;\">Level &nbsp; &nbsp; &nbsp;Spells<\/span><br \/>3rd &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/spider climb\">spider climb<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/web\">web<\/a><br \/>5th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/gaseous form\">gaseous form<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/stinking cloud\">stinking cloud<\/a><br \/>7th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/greater invisibility\">greater invisibility<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/stone shape\">stone shape<\/a><br \/>9th &nbsp; &nbsp; &nbsp; &nbsp; <a href=\"http:\/\/spell.com\/cloudkill\">cloudkill<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/insect plague\">insect plague<\/a><\/p><p>Once you gain access to a circle spell, you always have&nbsp;it prepared, and it doesn&rsquo;t count against the number of&nbsp;spells you can prepare each day. If you gain access to a&nbsp;spell that doesn&rsquo;t appear on the druid spell list, the spell&nbsp;is nonetheless a druid spell for you.<\/p><h3><strong>Land&rsquo;s Stride<\/strong><\/h3><p>Starting at 6th level, moving through nonmagical&nbsp;difficult terrain costs you no extra movement. You can&nbsp;also pass through nonmagical plants without being&nbsp;slowed by them and without taking damage from them if&nbsp;they have thorns, spines, or a similar hazard.&nbsp;In addition, you have advantage on saving throws against&nbsp;plants that are magically created or manipulated to impede&nbsp;movement, such those created by the entangle spell.<\/p><h3><strong>Nature&rsquo;s Ward<\/strong><\/h3><p>When you reach 10th level, you can&rsquo;t be charmed or&nbsp;frightened by elementals or fey, and you are immune to&nbsp;poison and disease.<\/p><h3><strong>Nature&rsquo;s Sanctuary<\/strong><\/h3><p>When you reach 14th level, creatures of the natural&nbsp;world sense your connection to nature and become&nbsp;hesitant to attack you. When a beast or plant creature&nbsp;attacks you, that creature must make a Wisdom saving&nbsp;throw against your druid spell save DC. On a failed save,&nbsp;the creature must choose a different target, or the attack&nbsp;automatically misses. On a successful save, the creature&nbsp;is immune to this effect for 24 hours.&nbsp;The creature is aware of this effect before it makes its&nbsp;attack against you.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5138","name":"Druid, Circle of the Moon","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Circle of the Moon<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Druid\">Druid<\/a>&nbsp;for the class description.&nbsp;<\/p><p>Druids of the Circle of the Moon are fierce guardians&nbsp;of the wilds. Their order gathers under the full moon to&nbsp;share news and trade warnings. They haunt the deepest&nbsp;parts of the wilderness, where they might go for weeks&nbsp;on end before crossing paths with another humanoid&nbsp;creature, let alone another druid.<br \/>Changeable as the moon, a druid of this circle might&nbsp;prowl as a great cat one night, soar over the treetops&nbsp;as an eagle the next day, and crash through the&nbsp;undergrowth in bear form to drive off a trespassing&nbsp;monster. The wild is in the druid&rsquo;s blood.<\/p><h3><strong>Combat Wild Shape<\/strong><\/h3><p>When you choose this circle at 2nd level, you gain the&nbsp;ability to use Wild Shape on your turn as a bonus action,&nbsp;rather than as an action.&nbsp;Additionally, while you are transformed by Wild&nbsp;Shape, you can use a bonus action to expend one&nbsp;spell slot to regain 1d8 hit points per level of the spell&nbsp;slot expended.<\/p><h3><strong>Circle Forms<\/strong><\/h3><p>The rites of your circle grant you the ability to transform&nbsp;into more dangerous animal forms. Starting at 2nd&nbsp;level, you can use your W ild Shape to transform into a&nbsp;beast with a challenge rating as high as 1 (you ignore&nbsp;the Max. CR column of the Beast Shapes table, but must&nbsp;abide by the other limitations there).&nbsp;Starting at 6th level, you can transform into a beast<br \/>with a challenge rating as high as your druid level&nbsp;divided by 3, rounded down.<\/p><h3><strong>Primal Strike<\/strong><\/h3><p>Starting at 6th level, your attacks in beast form count as&nbsp;magical for the purpose of overcoming resistance and&nbsp;immunity to nonmagical attacks and damage.<\/p><h3><strong>Elemental Wildshape<\/strong><\/h3><p>At 10th level, you can expend two uses of Wild Shape&nbsp;at the same time to transform into an air elemental, an&nbsp;earth elemental, a fire elemental, or a water elemental.<\/p><h3><strong>Thousand Forms<\/strong><\/h3><p>By 14th level, you have learned to use magic to alter&nbsp;your physical form in more subtle ways. You can cast the&nbsp;alter self spell at will.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5140","name":"Fighter, Battle Master","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<h1>Battle Master<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Fighter\">Fighter<\/a>&nbsp;for the class description.&nbsp;<\/p><p>Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons o f history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.<\/p><h3><strong>Combat Superiority<\/strong><\/h3><p>When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.<br \/><em><strong>Maneuvers.<\/strong><\/em>&nbsp;You learn three maneuvers o f your choice, which are detailed under &ldquo;Maneuvers&rdquo; below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.&nbsp;<br \/>You learn two additional maneuvers o f your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.<br \/><em><strong>Superiority Dice.<\/strong><\/em>&nbsp;You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all o f your expended superiority dice when you finish a short or long rest.&nbsp;<br \/>You gain another superiority die at 7th level and one more at 15th level.<br \/><em><strong>Saving Throws.<\/strong><\/em>&nbsp;Some of your maneuvers require your target to make a saving throw to resist the maneuver&rsquo;s effects. The saving throw DC is calculated as follows:<\/p><p><em><strong>Maneuver save DC<\/strong><\/em>&nbsp;= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)<\/p><h3><strong>Student of War<\/strong><\/h3><p>At 3rd level, you gain proficiency with one type of artisan&rsquo;s tools o f your choice.<\/p><h3><strong>Know Your Enemy<\/strong><\/h3><p>Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:<br \/>&bull; Strength score<br \/>&bull; Dexterity score<br \/>&bull; Constitution score<br \/>&bull; Armor Class<br \/>&bull; Current hit points<br \/>&bull; Total class levels (if any)<br \/>&bull; Fighter class levels (if any)<\/p><h3><strong>Improved Combat Superiority<\/strong><\/h3><p>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.<\/p><h3><strong>Relentless<\/strong><\/h3><p>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.<\/p><h3><strong>Maneuvers<\/strong><\/h3><p>The maneuvers are presented in alphabetical order.<br \/><em><strong>Commander&rsquo;s Strike.<\/strong><\/em>&nbsp;When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack&rsquo;s damage roll.<br \/><em><strong>Disarming Attack.<\/strong><\/em>&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it&rsquo;s holding. You add the superiority die to the attack&rsquo;s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<br \/><em><strong>Distracting Strike.<\/strong><\/em>&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack&rsquo;s 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.<br \/><em><strong>Evasive Footwork.<\/strong><\/em>&nbsp;When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.<br \/><em><strong>Feinting Attack.<\/strong><\/em>&nbsp;You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack&rsquo;s damage roll.<br \/><em><strong>Goading Attack.<\/strong><\/em>&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack&rsquo;s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.<br \/><em><strong>Lunging Attack.<\/strong><\/em>&nbsp;When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack&rsquo;s damage roll.<br \/><em><strong>Maneuvering Attack.<\/strong><\/em>&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one o f your comrades into a more advantageous position. You add the superiority die to the attack&rsquo;s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target o f your attack.<br \/><em><strong>Menacing Attack.<\/strong><\/em>&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack&rsquo;s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.<br \/><em><strong>Parry.<\/strong><\/em>&nbsp;When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.<br \/><em><strong>Precision Attack.<\/strong><\/em>&nbsp;When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<br \/><em><strong>Pushing Attack.<\/strong><\/em>&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack&rsquo;s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.<br \/><em><strong>Rally.<\/strong><\/em>&nbsp;On your turn, you can use a bonus action and expend one superiority die to bolster the resolve o f one of your companions. When you do so, choose a friendly creature w ho can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.<br \/><em><strong>Riposte.<\/strong><\/em>&nbsp;When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack&rsquo;s damage roll.<br \/><em><strong>Sweeping Attack.<\/strong><\/em>&nbsp;When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.<br \/><em><strong>Trip Attack.<\/strong><\/em>&nbsp;When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack&rsquo;s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5141","name":"Fighter, Champion","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<h1>Champion<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Fighter\">Fighter<\/a>&nbsp;for the class description.&nbsp;<\/p><p>The archetypal Champion focuses on the development&nbsp;of raw physical power honed to deadly perfection.<br \/>Those who model themselves on this archetype combine&nbsp;rigorous training with physical excellence to deal&nbsp;devastating blows.<\/p><h3><strong>Improved Critical<\/strong><\/h3><p>Beginning when you choose this archetype at 3rd&nbsp;level, your weapon attacks score a critical hit on a&nbsp;roll of 19 or 20.<\/p><h3><strong>Remarkable Athlete<\/strong><\/h3><p>Starting at 7th level, you can add half your proficiency&nbsp;bonus (round up) to any Strength, Dexterity, or&nbsp;Constitution check you make that doesn&rsquo;t already use&nbsp;your proficiency bonus.&nbsp;In addition, when you make a running long jump, the&nbsp;distance you can cover increases by a number of feet&nbsp;equal to your Strength modifier.<\/p><h3><strong>Additional Fighting Style<\/strong><\/h3><p>At 10th level, you can choose a second option from the&nbsp;Fighting Style class feature.<\/p><h3><strong>Superior Critical<\/strong><\/h3><p>Starting at 15th level, your w eapon attacks score a&nbsp;critical hit on a roll of 18-20.<\/p><h3><strong>Survivor<\/strong><\/h3><p>At 18th level, you attain the pinnacle of resilience in&nbsp;battle. At the start of each of your turns, you regain hit&nbsp;points equal to 5 + your Constitution modifier if you&nbsp;have no more than half of your hit points left. You don&rsquo;t&nbsp;gain this benefit if you have 0 hit points.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5142","name":"Fighter, Eldritch Knight","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<h1>Eldritch Knight<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Fighter\">Fighter<\/a>&nbsp;for the class description.&nbsp;<\/p><p>The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter&rsquo;s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.<\/p><h3><strong>Spellcasting<\/strong><\/h3><p>When you reach 3rd level, you augment your martial&nbsp;prowess with the ability to cast spells.&nbsp;<\/p><p><em><strong>Cantrips.<\/strong><\/em>&nbsp;<br \/>You learn two cantrips of your choice from&nbsp;the&nbsp;Wizard Spell List. You learn an additional wizard&nbsp;cantrip of your choice at 10th level.<br \/><br \/><em><strong>Spell Slots.<\/strong><\/em>&nbsp;<br \/>The Eldritch Knight Spellcasting table&nbsp;shows how many spell slots you have to cast your&nbsp;spells of 1st level and higher. To cast one of these&nbsp;spells, you must expend a slot of the spell&rsquo;s level or&nbsp;higher. You regain all expended spell slots when you<br \/>finish a long rest.&nbsp;For example, if you know the 1st-level spell shield and&nbsp;have a 1st-level and a 2nd-level spell slot available, you&nbsp;can cast shield using either slot.<br \/><br \/><em><strong>Spells Known of 1st-Level and Higher.<\/strong><\/em>&nbsp;<br \/>You know&nbsp;three 1st-level wizard spells of your choice, two of which&nbsp;you must choose from the abjuration and evocation<br \/>spells on the&nbsp;Wizard Spell List.&nbsp;The Spells Known column of the Eldritch Knight&nbsp;Spellcasting table shows when you learn more wizard&nbsp;spells of 1st level or higher. Each of these spells must be&nbsp;an abjuration or evocation spell of your choice, and must&nbsp;be of a level for which you have spell slots. For instance,&nbsp;when you reach 7th level in this class, you can learn one<br \/>new spell of 1st or 2nd level.&nbsp;The spells you learn at 8th, 14th, and 20th level can&nbsp;come from any school of magic.<br \/>Whenever you gain a level in this class, you can&nbsp;replace one of the wizard spells you know with another&nbsp;spell of your choice from the wizard spell list. The&nbsp;new spell must be of a level for which you have spell&nbsp;slots, and it must be an abjuration or evocation spell,&nbsp;unless you&rsquo;re replacing the spell you gained at 8th, 14th,&nbsp;or 20th level.<br \/><br \/><em><strong>Spellcasting Ability.<\/strong><\/em>&nbsp;<br \/>Intelligence is your spellcasting&nbsp;ability for your wizard spells, since you learn your&nbsp;spells through study and memorization. You use your&nbsp;Intelligence whenever a spell refers to your spellcasting&nbsp;ability. In addition, you use your Intelligence modifier<br \/>when setting the saving throw DC for a wizard spell you&nbsp;cast and when making an attack roll with one.<\/p><p><em><strong>Spell save DC<\/strong><\/em>&nbsp;= 8 + your proficiency bonus +&nbsp;your Intelligence modifier<\/p><p><em><strong>Spell attack modifier<\/strong><\/em>&nbsp;= your proficiency bonus +&nbsp;your Intelligence modifier<\/p><table class=\"d20\" border=\"0\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td valign=\"bottom\" width=\"30\"><p><strong>Level<\/strong><\/p><\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Cantrips<\/strong><\/p><\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Spells<\/strong><\/p><\/td><td colspan=\"4\" valign=\"bottom\" width=\"70%\"><p align=\"center\"><strong>Spell Slots per Spell Level<\/strong><\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\">&nbsp;<\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Known<\/strong><\/p><\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Known<\/strong><\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">1st<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">2nd<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3th<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">4th<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">3th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">4th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">5th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">6th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">7th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">5<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">8th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">6<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">9th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">6<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">10th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">7<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">11th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">8<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">12th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">8<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">13th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">9<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">14th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">10<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">15th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">10<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">16th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">11<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">17th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">11<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">17th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">11<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">17th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">12<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">1<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">17th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">13<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">1<\/p><\/td><\/tr><\/tbody><\/table><h3><strong>Weapon Bond<\/strong><\/h3><p>At 3rd level, you learn a ritual that creates a magical&nbsp;bond between yourself and one weapon. You perform&nbsp;the ritual over the course of 1 hour, which can be done&nbsp;during a short rest. The w eapon must be within your&nbsp;reach throughout the ritual, at the conclusion of which&nbsp;you touch the weapon and forge the bond.&nbsp;Once you have bonded a weapon to yourself, you&nbsp;can&rsquo;t be disarmed of that w eapon unless you are&nbsp;incapacitated. If it is on the same plane of existence,&nbsp;you can summon that weapon as a bonus action on your&nbsp;turn, causing it to teleport instantly to your hand.&nbsp;You can have up to two bonded w eapons, but can&nbsp;summon only one at a time with your bonus action.&nbsp;If you attempt to bond with a third w eapon, you must&nbsp;break the bond with one of the other two.<\/p><h3><strong>War Magic<\/strong><\/h3><p>Beginning at 7th level, when you use your action to&nbsp;cast a cantrip, you can make one weapon attack as a&nbsp;bonus action.<\/p><h3><strong>Eldritch Strike<\/strong><\/h3><p>At 10th level, you learn how to make your weapon&nbsp;strikes undercut a creature&rsquo;s resistance to your spells.&nbsp;When you hit a creature with a weapon attack, that&nbsp;creature has disadvantage on the next saving throw &nbsp;it makes against a spell you cast before the end of&nbsp;your next turn.<\/p><h3><strong>Arcane Charge<\/strong><\/h3><p>At 15th level, you gain the ability to teleport up to 30&nbsp;feet to an unoccupied space you can see when you use&nbsp;your Action Surge. You can teleport before or after the&nbsp;additional action.<\/p><h3><strong>Improved War Magic<\/strong><\/h3><p>Starting at 18th level, when you use your action to&nbsp;cast a spell, you can make one w eapon attack as a&nbsp;bonus action.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5143","name":"Monk, Way of the Four Elements","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1 class=\"wiki-page-name title\">Way of the Four Elements<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Monk\">Monk<\/a>&nbsp;for the class description.&nbsp;<\/p><p>You follow a monastic tradition that teaches you to&nbsp;harness the elements. When you focus your ki, you can&nbsp;align yourself with the forces of creation and bend the&nbsp;four elements to your will, using them as an extension&nbsp;of your body. Some members of this tradition dedicate&nbsp;themselves to a single element, but others weave the&nbsp;elements together.&nbsp;Many monks of this tradition tattoo their bodies with&nbsp;representations of their ki powers, commonly imagined&nbsp;as coiling dragons, but also as phoenixes, fish, plants,&nbsp;mountains, and cresting waves.<\/p><h3><strong>Disciple of the Elements<\/strong><\/h3><p>When you choose this tradition at 3rd level, you learn&nbsp;magical disciplines that harness the power of the four&nbsp;elements. A discipline requires you to spend ki points&nbsp;each time you use it.&nbsp;You know the Elemental Attunement discipline and&nbsp;one other elemental discipline of your choice, which are&nbsp;detailed in the &ldquo;Elemental Disciplines&rdquo; section below.&nbsp;You learn one additional elemental discipline of your&nbsp;choice at 6th, 11th, and 17th level.&nbsp;Whenever you learn a new elemental discipline,&nbsp;you can also replace one elemental discipline that you&nbsp;already know with a different discipline.<\/p><p><em><strong>Casting Elemental Spells.<\/strong><\/em>&nbsp;<br \/>Some elemental&nbsp;disciplines allow you to cast spells. See chapter 10 for&nbsp;the general rules of spellcasting. To cast one of these<br \/>spells, you use its casting time and other rules, but you&nbsp;don&rsquo;t need to provide material components for it.&nbsp;Once you reach 5th level in this class, you can spend&nbsp;additional ki points to increase the level of an elemental&nbsp;discipline spell that you cast, provided that the spell has&nbsp;an enhanced effect at a higher level, as&nbsp;<em>burning hands&nbsp;<\/em>does. The spell&rsquo;s level increases by 1 for each additional&nbsp;ki point you spend. For example, if you are a 5th-level&nbsp;monk and use Sweeping Cinder Strike to cast&nbsp;<em>burning&nbsp;hands<\/em>, you can spend 3 ki points to cast it as a 2nd-level&nbsp;spell (the discipline&rsquo;s base cost of 2 ki points plus 1).&nbsp;The maximum number of ki points you can spend to&nbsp;cast a spell in this way (including its base ki point cost&nbsp;and any additional ki points you spend to increase its&nbsp;level) is determined by your monk level, as shown in the&nbsp;Spells and Ki Points table.<\/p><h3><strong>Spells and Ki Points<\/strong><\/h3><p><strong>Monk Levels,&nbsp;<\/strong><strong>Maximum Ki Points for a Spell<\/strong><\/p><p>5th&mdash;8th &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;3<br \/>9th&mdash;12th &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;4<br \/>13th&mdash;16th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5<br \/>17th&mdash;20th &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;6<\/p><h3><strong>Elemental Disciplines<\/strong><\/h3><p>The elemental disciplines are presented in alphabetical&nbsp;order. If a discipline requires a level, you must be that&nbsp;level in this class to learn the discipline.<\/p><p><em><strong>Breath of Winter (17th Level Required).<\/strong><\/em>&nbsp;<br \/>You can&nbsp;spend 6 ki points to cast <a href=\"http:\/\/spell.com\/cone of cold\">cone of cold<\/a>.<\/p><p><em><strong>Clench of the North Wind (6th Level Required).<\/strong><\/em>&nbsp;<br \/>You&nbsp;can spend 3 ki points to cast <a href=\"http:\/\/spell.com\/hold person\">hold person<\/a>.<\/p><p><em><strong>Elemental Attunement.<\/strong><\/em>&nbsp;<br \/>You can use your action to&nbsp;briefly control elemental forces nearby, causing one of&nbsp;the following effects of your choice:<br \/>&bull; Create a harmless, instantaneous sensory effect&nbsp;related to air, earth, fire, or water, such as a shower of<br \/>sparks, a puff of wind, a spray of light mist, or a gentle&nbsp;rumbling of stone.<br \/>&bull; Instantaneously light or snuff out a candle, a torch, or&nbsp;a small campfire.<br \/>&bull; Chill or warm up to 1 pound of nonliving material for&nbsp;up to 1 hour.<br \/>&bull; Cause earth, fire, water, or mist that can fit within a&nbsp;1-foot cube to shape itself into a crude form you designate&nbsp;for 1 minute.<\/p><p><em><strong>Eternal Mountain Defense (11th Level Required).<\/strong><\/em><br \/>You can spend 5 ki points to cast <a href=\"http:\/\/spell.com\/stoneskin\">stoneskin<\/a>,<br \/>targeting yourself.<\/p><p><em><strong>Fangs of the Fire Snake.<\/strong><\/em>&nbsp;<br \/>When you use the Attack&nbsp;action on your turn, you can spend 1 ki point to cause&nbsp;tendrils of flame to stretch out from your fists and feet.&nbsp;Your reach with your unarmed strikes increases by&nbsp;10 feet for that action, as well as the rest of the turn.<br \/>A hit with such an attack deals fire damage instead of&nbsp;bludgeoning damage, and if you spend 1 ki point when&nbsp;the attack hits, it also deals an extra 1d 10 fire damage.<\/p><p><em><strong>Fist of Four Thunders.<\/strong><\/em>&nbsp;<br \/>You can spend 2 ki points to&nbsp;cast <a href=\"http:\/\/spell.com\/thunderwave\">thunderwave<\/a>.<\/p><p><em><strong>Fist of Unbroken Air.<\/strong><\/em>&nbsp;<br \/>You can create a blast of&nbsp;compressed air that strikes like a mighty fist. As an&nbsp;action, you can spend 2 ki points and choose a creature&nbsp;within 30 feet of you. That creature must make a&nbsp;Strength saving throw. On a failed save, the creature&nbsp;takes 3d10 bludgeoning damage, plus an extra 1d10&nbsp;bludgeoning damage for each additional ki point you&nbsp;spend, and you can push the creature up to 20 feet away&nbsp;from you and knock it prone. On a successful save, the&nbsp;creature takes half as much damage, and you don&rsquo;t push&nbsp;it or knock it prone.<\/p><p><em><strong>Flames of the Phoenix (11th Level Required).<\/strong><\/em>&nbsp;<br \/>You&nbsp;can spend 4 ki points to cast <a href=\"http:\/\/spell.com\/fireball\">fireball<\/a>.<\/p><p><em><strong>Gong of the Summit (6th Level Required).<\/strong><\/em>&nbsp;<br \/>You canspend 3 ki points to cast <a href=\"http:\/\/spell.com\/shatter\">shatter<\/a>.<\/p><p><em><strong>Mist Stance (11th Level Required).<\/strong><\/em>&nbsp;<br \/>You can spend 4&nbsp;ki points to cast <a href=\"http:\/\/spell.com\/gaseous form\">gaseous form<\/a>, targeting yourself.<\/p><p><em><strong>Ride the Wind (11th Level Required).<\/strong><\/em>&nbsp;<br \/>You can spend&nbsp;4 ki points to cast <a href=\"http:\/\/spell.com\/fly\">fly<\/a>, targeting yourself.<\/p><p><em><strong>River of Hungry Flame (17th Level Required).<\/strong><\/em>&nbsp;<br \/>You&nbsp;can spend 5 ki points to cast <a href=\"http:\/\/spell.com\/wall of fire\">wall of fire<\/a>.<\/p><p><em><strong>Rush of the Gale Spirits.<\/strong><\/em>&nbsp;<br \/>You can spend 2 ki points&nbsp;to cast <a href=\"http:\/\/spell.com\/gust of wind\">gust of wind<\/a>.<\/p><p><em><strong>Shape the Flowing River.<\/strong><\/em>&nbsp;<br \/>As an action, you can&nbsp;spend 1 ki point to choose an area of ice or water no&nbsp;larger than 30 feet on a side within 120 feet of you. You&nbsp;can change water to ice within the area and vice versa,&nbsp;and you can reshape ice in the area in any manner you&nbsp;choose. You can raise or lower the ice&rsquo;s elevation, create&nbsp;or fill in a trench, erect or flatten a wall, or form a pillar.&nbsp;The extent of any such changes can&rsquo;t exceed half the&nbsp;area&rsquo;s largest dimension. For example, if you affect a&nbsp;30-foot square, you can create a pillar up to 15 feet high,&nbsp;raise or lower the square&rsquo;s elevation by up to 15 feet, dig&nbsp;a trench up to 15 feet deep, and so on. You can&rsquo;t shape&nbsp;the ice to trap or injure a creature in the area.<\/p><p><em><strong>Sweeping Cinder Strike.<\/strong><\/em>&nbsp;<br \/>You can spend 2 ki points to&nbsp;cast&nbsp;<a href=\"http:\/\/spell.com\/burning hands\">burning hands<\/a>.<\/p><p><em><strong>Water Whip.<\/strong><\/em>&nbsp;<br \/>You can spend 2 ki points as a bonus&nbsp;action to create a whip of water that shoves and pulls&nbsp;a creature to unbalance it. A creature that you can see&nbsp;that is within 30 feet of you must make a Dexterity&nbsp;saving throw. On a failed save, the creature takes 3d10&nbsp;bludgeoning damage, plus an extra 1d10 bludgeoning&nbsp;damage for each additional ki point you spend, and you<br \/>can either knock it prone or pull it up to 25 feet closer&nbsp;to you. On a successful save, the creature takes half as&nbsp;much damage, and you don&rsquo;t pull it or knock it prone.<\/p><p><em><strong>Wave of Rolling Earth (17th Level Required).<\/strong><\/em>&nbsp;<br \/>You&nbsp;can spend 6 ki points to cast <a href=\"http:\/\/spell.com\/wall of stone\">wall of stone<\/a>.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5145","name":"Monk, Way of the Open Hand","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Way of the Open Hand<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Monk\">Monk<\/a>&nbsp;for the class description.&nbsp;<\/p><p>Monks of the Way of the Open Hand are the ultimate&nbsp;masters of martial arts combat, whether armed or&nbsp;unarmed. They learn techniques to push and trip their&nbsp;opponents, manipulate ki to heal damage to their&nbsp;bodies, and practice advanced meditation that can&nbsp;protect them from harm.<\/p><h3><strong>Open Hand Technique<\/strong><\/h3><p>Starting when you choose this tradition at 3rd level,&nbsp;you can manipulate your enemy&rsquo;s ki when you harness&nbsp;your own. Whenever you hit a creature with one of the&nbsp;attacks granted by your Flurry of Blows, you can impose&nbsp;one of the following effects on that target:<br \/>&bull; It must succeed on a Dexterity saving throw or be&nbsp;knocked prone.<br \/>&bull; It must make a Strength saving throw. If it fails, you&nbsp;can push it up to 15 feet away from you.<br \/>&bull; It can&rsquo;t take reactions until the end of your next turn.<\/p><h3><strong>Wholeness of Body<\/strong><\/h3><p>At 6th level, you gain the ability to heal yourself. As an&nbsp;action, you can regain hit points equal to three times<br \/>your monk level. You must finish a long rest before you&nbsp;can use this feature again.<\/p><h3><strong>Tranquility<\/strong><\/h3><p>Beginning at 11th level, you can enter a special&nbsp;meditation that surrounds you with an aura of peace. At&nbsp;the end of a long rest, you gain the effect of a sanctuary&nbsp;spell that lasts until the start of your next long rest (the&nbsp;spell can end early as normal). The saving throw DC&nbsp;for the spell equals 8 + your Wisdom modifier + your&nbsp;proficiency bonus.<\/p><h3><strong>Quivering Palm<\/strong><\/h3><p>At 17th level, you gain the ability to set up lethal&nbsp;vibrations in someone&rsquo;s body. When you hit a creature&nbsp;with an unarmed strike, you can spend 3 ki points to&nbsp;start these imperceptible vibrations, which last for a&nbsp;number of days equal to your monk level. The vibrations&nbsp;are harmless unless you use your action to end them.&nbsp;To do so, you and the target must be on the same plane&nbsp;of existence. When you use this action, the creature&nbsp;must make a Constitution saving throw. If it fails, it is&nbsp;reduced to 0 hit points. If it succeeds, it takes 10d10&nbsp;necrotic damage.<\/p><p>You can have only one creature under the effect of this&nbsp;feature at a time. You can choose to end the vibrations&nbsp;harmlessly without using an action.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5146","name":"Monk, Way of Shadow","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Way of Shadow<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Monk\">Monk<\/a>&nbsp;for the class description.&nbsp;<\/p><p><em>Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves&rsquo; guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.<\/em><\/p><p><strong>Shadow Arts<\/strong><\/p><p>Starting when you choose this tradition at 3rd level, you&nbsp;can use your ki to duplicate the effects o f certain spells.<br \/>As an action, you can spend 2 ki points to cast darkness,&nbsp;darkvision, pass without trace, or silence, without&nbsp;providing material components. Additionally, you gain&nbsp;the minor illusion cantrip if you don&rsquo;t already know it.<\/p><p><strong>Shadow Step<\/strong><\/p><p>At 6th level, you gain the ability to step from one shadow&nbsp;into another. When you are in dim light or darkness,&nbsp;as a bonus action you can teleport up to 60 feet to an&nbsp;unoccupied space you can see that is also in dim light&nbsp;or darkness. You then have advantage on the first melee&nbsp;attack you make before the end o f the turn.<\/p><p><strong>Cloak of Shadows<\/strong><\/p><p>By 11th level, you have learned to become one with&nbsp;the shadows. When you are in an area o f dim light or&nbsp;darkness, you can use your action to become invisible.&nbsp;You remain invisible until you make an attack, cast a&nbsp;spell, or are in an area o f bright light.<\/p><p><strong>Opportunist<\/strong><\/p><p>At 17th level, you can exploit a creature&rsquo;s momentary&nbsp;distraction when it is hit by an attack. Whenever a&nbsp;creature within 5 feet o f you is hit by an attack made by&nbsp;a creature other than you, you can use your reaction to&nbsp;make a melee attack against that creature.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5148","name":"Paladin, Oath of the Ancients","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<h1 class=\"wiki-page-name title\">Oath of the Ancients<\/h1><div class=\"tags\">See <a href=\"http:\/\/class.com\/Paladin\">Paladin <\/a>for the class description.<\/div><div><p>The Oath of the Ancients is as old as the race of elves&nbsp;and the rituals of the druids. Sometimes called <em>fey knights<\/em>, <em>green knights<\/em>, or <em>horned knights<\/em>, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things&mdash;leaves, antlers, or flowers&mdash;to reflect their commitment to preserving life and light in the world.<\/p><h3><strong>Tenets of the Ancients<\/strong><\/h3><p>The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple. <em><strong>Kindle the Light.<\/strong><\/em> Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. <em><strong>Shelter the Light.<\/strong><\/em> Where there is good, beauty, love, and laughter in the world, stand against the w ickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. <em><strong>Preserve Your Own Light.<\/strong><\/em> Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can&rsquo;t preserve it in the world. Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.<\/p><h3><strong>Oath Spells<\/strong><\/h3><p>You gain oath spells at the paladin levels listed.<\/p><h3><strong>Oath of the Ancients Spells<\/strong><\/h3><p><strong>Paladin Level<\/strong> &hellip;&hellip;&hellip;&hellip; <strong>Spells<\/strong><\/p><p>3rd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/ensnaring strike\">ensnaring strike<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/speak with animals\">speak with animals<\/a><br \/>5th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/moonbeam\">moonbeam<\/a>, <a href=\"http:\/\/spell.com\/misty step\">misty step<\/a>&nbsp;<br \/>9th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/plant growth\">plant growth<\/a>,<a href=\"http:\/\/spell.com\/protection from energy\"> protection from energy<\/a>&nbsp;<br \/>13th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/ice storm\">ice storm<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/stoneskin\">stoneskin <\/a><br \/>17th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/commune with nature\">commune with nature<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/tree stride\">tree stride<\/a><\/p><h3><strong>Channel Divinity<\/strong><\/h3><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options. <br \/><em><strong>Nature&rsquo;s Wrath.<\/strong><\/em> You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. <br \/><em><strong>Turn the Faithless.<\/strong><\/em> You can use your Channel Divinity to utter ancient w ords that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a W isdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can&rsquo;t willingly move to a space within 30 feet of you. It also can&rsquo;t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there&rsquo;s nowhere to move, the creature can use the Dodge action. If the creature&rsquo;s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.<\/p><h3><strong>Aura of Warding<\/strong><\/h3><p>Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.<\/p><h3><strong>Undying Sentinel<\/strong><\/h3><p>Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can&rsquo;t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can&rsquo;t be aged magically.<\/p><h3><strong>Elder Champion<\/strong><\/h3><p>At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: <br \/>&bull; At the start of each of your turns, you regain 10 hit points. <br \/>&bull; Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. <br \/>&bull; Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<\/p><\/div>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5150","name":"Paladin, Oath of Devotion","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<h1>Oath of Devotion<\/h1><p>See <a href=\"http:\/\/class.com\/Paladin\">Paladin <\/a>for the class description.<\/p><p>The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called <em>cavaliers<\/em>, <em>white knights<\/em>, or <em>holy warriors<\/em>, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods&rsquo; tenets as the measure of their devotion. They hold angels&mdash;the perfect servants of good&mdash;as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.<\/p><h3><strong>Tenets of Devotion<\/strong><\/h3><p>Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. <br \/><em><strong>Honesty<\/strong>.<\/em> Don&rsquo;t lie or cheat. Let your word be your promise. <br \/><em><strong>Courage.<\/strong><\/em> Never fear to act, though caution is wise. <br \/><em><strong>Compassion.<\/strong><\/em> Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. <br \/><em><strong>Honor.<\/strong><\/em> Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. <br \/><em><strong>Duty.<\/strong><\/em> Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.<\/p><h3><strong>Oath Spells<\/strong><\/h3><p>You gain oath spells at the paladin levels listed.<\/p><h3><strong>Oath of Devotion Spells<\/strong><\/h3><p><strong>Paladin Level<\/strong> &hellip;&hellip;&hellip;&hellip; <strong>Spells<\/strong><\/p><p>3rd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/protection from evil and good\">protection from evil and good<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/sanctuary\">sanctuary <\/a><br \/>5th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/lesser restoration\">lesser restoration<\/a>, <a href=\"http:\/\/spell.com\/zone of truth\">zone of truth<\/a>&nbsp;<br \/>9th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/beacon of hope\">beacon of hope<\/a>, <a href=\"http:\/\/spell.com\/dispel magic\">dispel magic<\/a>&nbsp;<br \/>13th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/freedom of movement\">freedom of movement<\/a>, <a href=\"http:\/\/spell.com\/guardian of faith\">guardian of faith<\/a>&nbsp;<br \/>17th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/commune\">commune<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/flame strike\">flame strike<\/a><\/p><h3><strong>Channel Divinity<\/strong><\/h3><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options. <br \/><strong>Sacred Weapon.<\/strong> As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. <br \/><strong>Turn the Unholy.<\/strong> As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can&rsquo;t willingly move to a space within 30 feet of you. It also can&rsquo;t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there&rsquo;s nowhere to move, the creature can use the Dodge action.<\/p><h3><strong>Aura of Devotion<\/strong><\/h3><p>Starting at 7th level, you and friendly creatures within 10 feet of you can&rsquo;t be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.<\/p><h3><strong>Purity of Spirit<\/strong><\/h3><p>Beginning at 15th level, you are always under the effects of a protection from evil and good spell.<\/p><h3><strong>Holy Nimbus<\/strong><\/h3><p>At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5151","name":"Paladin, Oath of Vengeance","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<h1>Oath of Vengeance<\/h1><p>See <a href=\"http:\/\/class.com\/Paladin\">Paladin <\/a>for the class description.<\/p><p>The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the w ill of the gods, when a thieves&rsquo; guild grows too violent and powerful, when a dragon rampages through the countryside&mdash;at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins&mdash; sometimes called <em>avengers<\/em> or <em>dark knights<\/em> &mdash;their own purity is not as important as delivering justice.<\/p><h3><strong>Tenets of Vengeance<\/strong><\/h3><p>The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins w ho uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those w ho do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple. <br \/><em><strong>Fight the Greater Evil.<\/strong><\/em> <br \/>Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil. <br \/><em><strong>No Mercy for the Wicked.<\/strong><\/em> <br \/>Ordinary foes might win my mercy, but my sworn enemies do not. <br \/><em><strong>By Any Means Necessary.<\/strong><\/em> <br \/>My qualms can&rsquo;t get in the way of exterminating my foes. <br \/><em><strong>Restitution.<\/strong><\/em> <br \/>If my foes w reak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.<\/p><h3><strong>Oath Spells<\/strong><\/h3><p>You gain oath spells at the paladin levels listed.<\/p><h3><strong>Oath of Vengeance Spells<\/strong><\/h3><p><strong>Paladin Level<\/strong> &hellip;&hellip;&hellip;&hellip; <strong>Spells<\/strong><\/p><p>3rd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/bane\">bane<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/hunter's mark\">hunter&rsquo;s mark<\/a><br \/>5th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/hold person\">hold person<\/a>, <a href=\"http:\/\/spell.com\/misty step\">misty step<\/a>&nbsp;<br \/>9th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/haste\">haste<\/a>, <a href=\"http:\/\/spell.com\/protection from energy\">protection from energy<\/a>&nbsp;<br \/>13th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/banishment\">banishment<\/a>, <a href=\"http:\/\/spell.com\/dimension door\">dimension door<\/a>&nbsp;<br \/>17th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/hold monster\">hold monster<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/scrying\">scrying<\/a><\/p><h3><strong>Channel Divinity<\/strong><\/h3><p>When you take this oath at 3rd level, you gain the following two Channel Divinity options. <br \/><em><strong>Abjure Enemy.<\/strong><\/em> As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet o f you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature&rsquo;s speed is 0, and it can&rsquo;t benefit from any bonus to its speed. On a successful save, the creature&rsquo;s speed is halved for 1 minute or until the creature takes any damage. <br \/><br \/><em><strong>Vow of Enmity.<\/strong><\/em> As a bonus action, you can utter a vow o f enmity against a creature you can see within 10 feet o f you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.<\/p><h3><strong>Relentless Avenger<\/strong><\/h3><p>By 7th level, your supernatural focus helps you close off a foe&rsquo;s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn&rsquo;t provoke opportunity attacks.<\/p><h3><strong>Soul of Vengeance<\/strong><\/h3><p>Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow o f Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.<\/p><h3><strong>Avenging Angel<\/strong><\/h3><p>At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: <br \/>&bull; Wings sprout from your back and grant you a flying speed of 60 feet. <br \/>&bull; You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5153","name":"Ranger, Beast Master","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<h1>Beast Master<\/h1><p>See <a href=\"http:\/\/class.com\/Ranger\">Ranger<\/a>&nbsp;for the class description.<\/p><p>The Beast Master archetype embodies a friendship&nbsp;between the civilized races and the beasts of the world.&nbsp;United in focus, beast and ranger work as one to fight&nbsp;the monstrous foes that threaten civilization and the&nbsp;wilderness alike. Emulating the Beast Master archetype&nbsp;means committing yourself to this ideal, working in&nbsp;partnership with an animal as its companion and friend.<\/p><h3><strong>Ranger&rsquo;s Companion<\/strong><\/h3><p>At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1\/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast&rsquo;s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.<br \/>The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn&rsquo;t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you&nbsp;command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn&rsquo;t hostile to you, either the same type o f beast as before or a different one.<\/p><h3><strong>Exceptional Training<\/strong><\/h3><p>Beginning at 7th level, on any of your turns when your beast companion doesn&rsquo;t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.<\/p><h3><strong>Bestial Fury<\/strong><\/h3><p>Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.<\/p><h3><strong>Share Spells<\/strong><\/h3><p>Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5154","name":"Ranger, Hunter","type":"archetype","hit_die":"d10","alignment":"Any","full_text":"<div class=\"wiki-page-container\"><div class=\"wiki-page\"><div class=\"post-section post-main\"><div class=\"post-header plain-header\"><h1>Hunter<\/h1><p>&nbsp;See <a href=\"http:\/\/class.com\/Ranger\">Ranger<\/a>&nbsp;for the class description.<\/p><p>Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter&rsquo;s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orc s to towering giants and terrifying dragons.<\/p><h3><strong>Hunter&rsquo;s Prey<\/strong><\/h3><p>At 3rd level, you gain one of the following features of your choice. <br \/><em><strong>Colossus Slayer.<\/strong><\/em> <br \/>Your tenacity can w ear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it&rsquo;s below its hit point maximum. You can deal this extra damage only once per turn. <br \/><em><strong>Giant Killer.<\/strong><\/em> <br \/>When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. <br \/><em><strong>Horde Breaker.<br \/><\/strong><\/em> Once on each of your turns when you make a w eapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.<\/p><h3><strong>Defensive Tactics<\/strong><\/h3><p>At 7th level, you gain one of the following features of your choice. <br \/><em><strong>Escape the Horde.<\/strong><\/em> <br \/>Opportunity attacks against you are made with disadvantage. <br \/><em><strong>Multiattack Defense.<\/strong><\/em> <br \/>When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. <br \/><em><strong>Steel Will.<\/strong><\/em> <br \/>You have advantage on saving throws against being frightened.<\/p><h3><strong>Multiattack<\/strong><\/h3><p>At 11th level, you gain one of the following features of your choice. <br \/><em><strong>Volley.<\/strong><\/em> <br \/>You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your w eapon&rsquo;s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br \/><em><strong>Whirlwind Attack.<\/strong><\/em> <br \/>You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<\/p><h3><strong>Superior Hunter&rsquo;s Defense<\/strong><\/h3><p>At 15th level, you gain one of the following features of your choice. <br \/><em><strong>Evasion.<\/strong><\/em> <br \/>You can nimbly dodge out of the way of certain area effects, such as a red dragon&rsquo;s fiery breath or a <em>lightning bolt<\/em> spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. <br \/><em><strong>Stand Against the Tide.<\/strong><\/em> <br \/>When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. <br \/><em><strong>Uncanny Dodge.<\/strong><\/em> <br \/>When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack&rsquo;s damage against you.<\/p><\/div><\/div><\/div><\/div><footer id=\"campaign-footer\"><\/footer>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5155","name":"Rogue, Arcane Trickster","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Arcane Trickster<\/h1><p>See <a href=\"http:\/\/class.com\/Rogue\">Rogue<\/a> for the class description. <\/p><p><em>Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.<\/em><\/p><h3><strong>Spellcasting<\/strong><\/h3><p>When you reach 3rd level, you gain the ability to cast spells.<\/p><p><em><strong>Cantrips<\/strong>.<\/em> You learn three cantrips: mage hand and two other cantrips of your choice from the Wizard Spell List. You learn another wizard cantrip of your choice at 10th level.<br \/><p><em><strong>Spell Slots<\/strong>.<\/em> The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell&rsquo;s level or higher. You regain all expended spell slots when you finish a long rest.<br \/>For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.<br \/><\/p><p><strong><em>Spells Known of 1st-Level and Higher.<\/em><\/strong><br\/>You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the Wizard Spell List.<br \/>The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.<br \/>The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the Wizard Spell List. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you&rsquo;re replacing the spell you gained at 8th, 14th, or 20th level.<br \/><strong><em>Spellcasting Ability.<\/em> <\/strong>Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a w izard spell you cast and when making an attack roll with one.<\/p><p><em><strong>Spell save DC<\/strong><\/em> = 8 + your proficiency bonus + your Intelligence modifier<\/p><p><em><strong>Spell attack modifier<\/strong><\/em> = your proficiency bonus + your Intelligence modifier<\/p><p><strong>Mage Hand Legerdemain<\/strong><br \/>Starting at 3rd level, when you cast <em>mage hand<\/em>, you can make the spectral hand invisible, and you can perform the following additional tasks with it:<\/p><p>&bull; You can stow one object the hand is holding in a container worn or carried by another creature.<br \/>&bull; You can retrieve an object in a container worn or carried by another creature.<br \/>&bull; You can use thieves&rsquo; tools to pick locks and disarm traps at range.<\/p><p> <\/p><table class=\"d20\" border=\"0\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td valign=\"bottom\" width=\"30\"><p><strong>Level<\/strong><\/p><\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Cantrips<\/strong><\/p><\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Spells<\/strong><\/p><\/td><td colspan=\"4\" valign=\"bottom\" width=\"70%\"><p align=\"center\"><strong>Spell Slots per Spell Level<\/strong><\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"> <\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Known<\/strong><\/p><\/td><td valign=\"bottom\" width=\"36\"><p align=\"center\"><strong>Known<\/strong><\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">1st<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">2nd<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3th<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">4th<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">3th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">4th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">5th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">6th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">7th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">5<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">8th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">6<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">9th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">6<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">10th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">7<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">11th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">8<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">12th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">8<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">13th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">9<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">14th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">10<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">15th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">10<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">2<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">16th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">11<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">17th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">11<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">18th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">11<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">-<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">19th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">12<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">1<\/p><\/td><\/tr><tr><td valign=\"bottom\" width=\"30\"><p align=\"center\">20th<\/p><\/td><td valign=\"bottom\" width=\"42\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"22\"><p align=\"center\">13<\/p><\/td><td valign=\"bottom\" width=\"25\"><p align=\"center\">4<\/p><\/td><td valign=\"bottom\" width=\"24\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">3<\/p><\/td><td valign=\"bottom\" width=\"23\"><p align=\"center\">1<\/p><\/td><\/tr><\/tbody><\/table><p> <\/p><p> <\/p><p>You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature&rsquo;s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.<\/p><h3><strong>Magical Ambush<\/strong><\/h3><p>Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.<\/p><h3><strong>Versatile Trickster<\/strong><\/h3><p>At 13th level, you gain the ability to distract targets with your <em>mage hand<\/em>. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.<\/p><h3><strong>Spell Thief<\/strong><\/h3><p>At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.<br \/>Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell&rsquo;s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn&rsquo;t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can&rsquo;t cast that spell until the 8 hours have passed. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5156","name":"Rogue, Assassin","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Assassin<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Rogue\">Rogue<\/a>&nbsp;for the class description.&nbsp;<\/p><p>You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.<\/p><h3><strong>Bonus Proficiencies<\/strong><\/h3><p>When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner&rsquo;s kit.<\/p><h3><strong>Assasinate<\/strong><\/h3><p>Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn&rsquo;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.<\/p><h3><strong>Infiltration Expertise<\/strong><\/h3><p>Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can&rsquo;t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.<\/p><h3><strong>Imposter<\/strong><\/h3><p>At 13th level, you gain the ability to unerringly mimic another person&rsquo;s speech, writing, and behavior. You must spend at least three hours studying these three components of the person&rsquo;s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.<\/p><h3><strong>Death Strike<\/strong><\/h3><p>Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5159","name":"Rogue, Thief","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Thief<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Rogue\">Rogue<\/a>&nbsp;for the class description.&nbsp;<\/p><p>You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn&rsquo;t employ.<\/p><h3><strong>Fast Hands<\/strong><\/h3><p>Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves&rsquo; tools to disarm a trap or open a lock, or take the Use an Object action.<\/p><h3><strong>Second-Story Work<\/strong><\/h3><p>When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.<\/p><h3><strong>Supreme Sneak<\/strong><\/h3><p>Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.<\/p><h3><strong>Use Magic Device<\/strong><\/h3><p>By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.<\/p><h3><strong>Thief&rsquo;s Reflexes<\/strong><\/h3><p>When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can&rsquo;t use this feature when you are surprised.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5160","name":"Sorcerer, Draconic Bloodline","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>Draconic Bloodline<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Sorcerer\">Sorcerer<\/a>&nbsp;for the class description.&nbsp;<\/p><p>Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times w ho made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.<\/p><h3><strong>Dragon Ancestor<\/strong><\/h3><p>At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.<\/p><h3><strong>Draconic Ancestory<\/strong><\/h3><p><strong>Dragon<\/strong>&nbsp; &nbsp;&nbsp;<strong>Damage Type<\/strong><\/p><p>Black &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Acid<br \/>Blue &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Lightning<br \/>Brass &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Fire<br \/>Bronze &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;Lightning<br \/>Copper &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Acid<br \/>Gold &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;Fire<br \/>Green &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Poison<br \/>Red &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Fire<br \/>Silver &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;Cold<br \/>White &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Cold<\/p><p>You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.<\/p><h3><strong>Draconic Resilience<\/strong><\/h3><p>As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren&rsquo;t w earing armor, your AC equals 13 + your Dexterity modifier.<\/p><h3><strong>Elemental Affinity<\/strong><\/h3><p>Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.<\/p><h3><strong>Dragon Wings<\/strong><\/h3><p>At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can&rsquo;t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.<\/p><h3><strong>Dragon Presence<\/strong><\/h3><p>Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you w ere casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5161","name":"Sorcerer, Wild Magic","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>Wild Magic<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Sorcerer\">Sorcerer<\/a>&nbsp;for the class description.&nbsp;<\/p><p>Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.<\/p><h3><strong>Wild Magic Surge<\/strong><\/h3><p>Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.<\/p><h3><strong>Tides of Chaos<\/strong><\/h3><p>Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.<\/p><h3><strong>Bend Luck<\/strong><\/h3><p>Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature&rsquo;s roll. You can do so after the creature rolls but before any effects of the roll occur.<\/p><h3><strong>Controlled Chaos<\/strong><\/h3><p>At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.<\/p><h3><strong>Spell Bombardment<\/strong><\/h3><p>Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.<\/p><p>&nbsp;<\/p><p>&nbsp;<\/p><p align=\"center\"><strong>Wild Magic Surge Table <\/strong><\/p><table class=\"d20\" border=\"0\" cellspacing=\"0\" cellpadding=\"0\"><tbody><tr><td valign=\"top\" width=\"52\"><p><strong>D100<\/strong><\/p><\/td><td valign=\"top\" width=\"291\"><p><strong>Effect<\/strong><\/p><\/td><td valign=\"top\" width=\"49\"><p><strong>D100<\/strong><\/p><\/td><td valign=\"top\" width=\"294\"><p><strong>Effect<\/strong><\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>01-02<\/p><\/td><td valign=\"top\" width=\"291\"><p>Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.<\/p><\/td><td valign=\"top\" width=\"49\"><p>45-46<\/p><\/td><td valign=\"top\" width=\"294\"><p>You cast levitate on yourself.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>03-04<\/p><\/td><td valign=\"top\" width=\"291\"><p>For the next minute, you can see any invisible creature if you have line of sight to it.<\/p><\/td><td valign=\"top\" width=\"49\"><p>47-48<\/p><\/td><td valign=\"top\" width=\"294\"><p>A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>05-06<\/p><\/td><td valign=\"top\" width=\"291\"><p>A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.<\/p><\/td><td valign=\"top\" width=\"49\"><p>49-50<\/p><\/td><td valign=\"top\" width=\"294\"><p>You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>07-08<\/p><\/td><td valign=\"top\" width=\"291\"><p>You cast fireball as a 3rd&middot;level spell centered on yourself<\/p><\/td><td valign=\"top\" width=\"49\"><p>51-52<\/p><\/td><td valign=\"top\" width=\"294\"><p>A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>09-10<\/p><\/td><td valign=\"top\" width=\"291\"><p>You cast magic missile as a 5th-level spell.<\/p><\/td><td valign=\"top\" width=\"49\"><p>53-54<\/p><\/td><td valign=\"top\" width=\"294\"><p>You are immune to being intoxicated by alcohol for the next 5d6 days.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>11-12<\/p><\/td><td valign=\"top\" width=\"291\"><p>Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.<\/p><\/td><td valign=\"top\" width=\"49\"><p>55-56<\/p><\/td><td valign=\"top\" width=\"294\"><p>Your hair falls out but grows back within 24 hours.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>13-14<\/p><\/td><td valign=\"top\" width=\"291\"><p>You cast confusion centered on yourself.<\/p><\/td><td valign=\"top\" width=\"49\"><p>57-58<\/p><\/td><td valign=\"top\" width=\"294\"><p>For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>15-16<\/p><\/td><td valign=\"top\" width=\"291\"><p>For the next minute, you regain 5 hit points at the start of each of your turns.<\/p><\/td><td valign=\"top\" width=\"49\"><p>59-60<\/p><\/td><td valign=\"top\" width=\"294\"><p>You regain your lowest- level expended spell slot.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>17-18<\/p><\/td><td valign=\"top\" width=\"291\"><p>You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.<\/p><\/td><td valign=\"top\" width=\"49\"><p>61-62<\/p><\/td><td valign=\"top\" width=\"294\"><p>For the next minute, you must shout when you speak.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>19-20<\/p><\/td><td valign=\"top\" width=\"291\"><p>You cast grease centered on yourself<\/p><\/td><td valign=\"top\" width=\"49\"><p>63-64<\/p><\/td><td valign=\"top\" width=\"294\"><p>You cast fog cloud centered on yourself.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>21-22<\/p><\/td><td valign=\"top\" width=\"291\"><p>Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.<\/p><\/td><td valign=\"top\" width=\"49\"><p>65-66<\/p><\/td><td valign=\"top\" width=\"294\"><p>Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>23-24<\/p><\/td><td valign=\"top\" width=\"291\"><p>Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.<\/p><\/td><td valign=\"top\" width=\"49\"><p>67-68<\/p><\/td><td valign=\"top\" width=\"294\"><p>You are frightened by the nearest creature until the end of your next turn.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>25-26<\/p><\/td><td valign=\"top\" width=\"291\"><p>An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom Perception) checks that rely on Sight.<\/p><\/td><td valign=\"top\" width=\"49\"><p>69-70<\/p><\/td><td valign=\"top\" width=\"294\"><p>Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a when it attacks or casts a spell.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>27-28<\/p><\/td><td valign=\"top\" width=\"291\"><p>For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.<\/p><\/td><td valign=\"top\" width=\"49\"><p>71-72<\/p><\/td><td valign=\"top\" width=\"294\"><p>You gain resistance to all damage for the next minute.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>29-30<\/p><\/td><td valign=\"top\" width=\"291\"><p>You teleport up to 60 feet to an unoccupied space of your choice that you can see.<\/p><\/td><td valign=\"top\" width=\"49\"><p>73-74<\/p><\/td><td valign=\"top\" width=\"294\"><p>A random creature within 60 feet of you becomes poisoned for 1d4 hours.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>31-32<\/p><\/td><td valign=\"top\" width=\"291\"><p>You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.<\/p><\/td><td valign=\"top\" width=\"49\"><p>75-76<\/p><\/td><td valign=\"top\" width=\"294\"><p>You glow with bright light in a 30&middot;foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>33-34<\/p><\/td><td valign=\"top\" width=\"291\"><p>Maximize the damage of the next damaging spell you cast within the next minute.<\/p><\/td><td valign=\"top\" width=\"49\"><p>77-78<\/p><\/td><td valign=\"top\" width=\"294\"><p>You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>35-36<\/p><\/td><td valign=\"top\" width=\"291\"><p>Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.<\/p><\/td><td valign=\"top\" width=\"49\"><p>79-80<\/p><\/td><td valign=\"top\" width=\"294\"><p>Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>37-38<\/p><\/td><td valign=\"top\" width=\"291\"><p>1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.<\/p><\/td><td valign=\"top\" width=\"49\"><p>81-82<\/p><\/td><td valign=\"top\" width=\"294\"><p>You can take one additional action immediately.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>39-40<\/p><\/td><td valign=\"top\" width=\"291\"><p>You regain 2d10 hit points.<\/p><\/td><td valign=\"top\" width=\"49\"><p>83-84<\/p><\/td><td valign=\"top\" width=\"294\"><p>Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>41-42<\/p><\/td><td valign=\"top\" width=\"291\"><p>You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.<\/p><\/td><td valign=\"top\" width=\"49\"><p>85-86<\/p><\/td><td valign=\"top\" width=\"294\"><p>You cast mirror image.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\"><p>43-44<\/p><\/td><td valign=\"top\" width=\"291\"><p>For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.<\/p><\/td><td valign=\"top\" width=\"49\"><p>87-88<\/p><\/td><td valign=\"top\" width=\"294\"><p>You cast fly on a random creature within 60 feet of you.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\">&nbsp;<\/td><td valign=\"top\" width=\"291\">&nbsp;<\/td><td valign=\"top\" width=\"49\"><p>89-90<\/p><\/td><td valign=\"top\" width=\"294\"><p>You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\">&nbsp;<\/td><td valign=\"top\" width=\"291\">&nbsp;<\/td><td valign=\"top\" width=\"49\"><p>91-92<\/p><\/td><td valign=\"top\" width=\"294\"><p>If you die within the next minute, you immediately come back to life as if by the reincarnate spell.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\">&nbsp;<\/td><td valign=\"top\" width=\"291\">&nbsp;<\/td><td valign=\"top\" width=\"49\"><p>93-94<\/p><\/td><td valign=\"top\" width=\"294\"><p>Your size increases by one size category for the next minute.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\">&nbsp;<\/td><td valign=\"top\" width=\"291\">&nbsp;<\/td><td valign=\"top\" width=\"49\"><p>95-96<\/p><\/td><td valign=\"top\" width=\"294\"><p>You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\">&nbsp;<\/td><td valign=\"top\" width=\"291\">&nbsp;<\/td><td valign=\"top\" width=\"49\"><p>97-98<\/p><\/td><td valign=\"top\" width=\"294\"><p>You are surrounded by faint, ethereal music for the next minute .<\/p><\/td><\/tr><tr><td valign=\"top\" width=\"52\">&nbsp;<\/td><td valign=\"top\" width=\"291\">&nbsp;<\/td><td valign=\"top\" width=\"49\"><p>99-00<\/p><\/td><td valign=\"top\" width=\"294\"><p>You regain all expended sorcery points.<\/p><\/td><\/tr><\/tbody><\/table>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5162","name":"Warlock, Archfey","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>Archfey<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Warlock\">Warlock<\/a>&nbsp;for the class description.&nbsp;<\/p><p>Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being&rsquo;s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.<\/p><h3><strong>Expanded Spell List<\/strong><\/h3><p>The Archfey lets you choose from an expanded list of<br \/>spells when you learn a warlock spell. The following<br \/>spells are added to the Warlock Spell List for you.<\/p><h3><strong>Archfey Expanded Spells<\/strong><\/h3><p><strong>Spell Level<\/strong> &hellip;<strong>Spells<\/strong><\/p><p>1st &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/faerie fire\">faerie fire<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/sleep\">sleep<\/a><\/em><br \/>2nd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&nbsp;<a href=\"http:\/\/spell.com\/calm emotions\">calm emotions<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/phantasmal force\">phantasmal force<\/a><\/em><br \/>3rd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/blink\">blink<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/plant growth\">plant growth<\/a><\/em><br \/>4th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/dominate beast\">dominate beast<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/greater invisibility\">greater invisibility<\/a><\/em><br \/>5th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/dominate person\">dominate person<\/a><em>,&nbsp;<a href=\"http:\/\/spell.com\/seeming\">seeming<\/a><\/em><\/p><h3><strong>Fey Presence<\/strong><\/h3><p>Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.<br \/>Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<\/p><h3><strong>Misty Escape<\/strong><\/h3><p>Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.<\/p><h3><strong>Beguiling Defenses<\/strong><\/h3><p>Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.<\/p><h3><strong>Dark Delirium<\/strong><\/h3><p>Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC&gt; On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.<br \/>Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.<br \/>You must finish a short or long rest before you can use this feature again.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5163","name":"Warlock, The Fiend","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>The Fiend<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Warlock\">Warlock<\/a>&nbsp;for the class description.&nbsp;<\/p><p>You have made a pact with a fiend from the lower planes of existence, a being w hose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include the Devil Kings.<\/p><h3><strong>Expanded Spell List<\/strong><\/h3><p>The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the Warlock Spell List for you.<\/p><h3><strong>Fiend Expanded Spells<\/strong><\/h3><p><strong>Spell Level<\/strong> &hellip;&nbsp;<strong>Spells<\/strong><\/p><p>1st &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/burning hands\">burning hands<\/a>, <a href=\"http:\/\/spell.com\/command\">command<\/a>&nbsp;<br \/>2nd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/blindness\/deafness\">blindness\/deafness<\/a>,<a href=\"http:\/\/spell.com\/scorching ray\"> scorching ray<\/a>&nbsp;<br \/>3rd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/fireball\">fireball<\/a>, <a href=\"http:\/\/spell.com\/stinking cloud\">stinking cloud<\/a>&nbsp;<br \/>4th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/fire shield\">fire shield<\/a>, <a href=\"http:\/\/spell.com\/wall of fire\">wall of fire<\/a>&nbsp;<br \/>5th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/flame strike\">flame strike<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/hallow\">hallow<\/a><\/p><h3><strong>Dark One&rsquo;s Blessing<\/strong><\/h3><p>Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).<\/p><h3><strong>Dark One&rsquo;s Luck<\/strong><\/h3><p>Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d 10 to your roll. You can do so after seeing the initial roll but before any of the roll&rsquo;s effects occur. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<\/p><h3><strong>Fiendish Resilience<\/strong><\/h3><p>Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical w eapons or silver weapons ignores this resistance.<\/p><h3><strong>Hurl Through Hell<\/strong><\/h3><p>Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can&rsquo;t use it again until you finish a long rest.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5164","name":"Warlock, The Great Old One","type":"archetype","hit_die":"d8","alignment":"Any","full_text":"<h1>The Great Old One<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Warlock\">Warlock<\/a>&nbsp;for the class description.&nbsp;<\/p><p><em>Your patron is a mysterious entity whose nature is&nbsp;utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.<\/em><\/p><h3><strong>Expanded Spell List<\/strong><\/h3><p>The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the Warlock Spell List for you.<\/p><h3><strong>Fiend Expanded Spells<\/strong><\/h3><p><strong>Spell Level<\/strong> &hellip;&nbsp;<strong>Spells<\/strong><\/p><p>1st &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/Dissonant Whispers\">Dissonant Whispers<\/a>, <a href=\"http:\/\/spell.com\/Hideous Laughter\">Hideous Laughter<\/a>&nbsp;<br \/>2nd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;<a href=\"http:\/\/spell.com\/Detect Thoughts\">Detect Thoughts<\/a>, <a href=\"http:\/\/spell.com\/Phantasmal Force\">Phantasmal Force<\/a>&nbsp;<br \/>3rd &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/Clairvoyance\">Clairvoyance<\/a>, <a href=\"http:\/\/spell.com\/Sending\">Sending<\/a>&nbsp;<br \/>4th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/Dominate Beast\">Dominate Beast<\/a>, <a href=\"http:\/\/spell.com\/Black Tentacles\">Black Tentacles<\/a>&nbsp;<br \/>5th &hellip;&hellip;&hellip;&hellip;&hellip;&hellip;.<a href=\"http:\/\/spell.com\/Dominate Person\">Dominate Person<\/a>,&nbsp;<a href=\"http:\/\/spell.com\/Telekinesis\">Telekinesis<\/a><\/p><h3><strong>Awakened Mind<\/strong><\/h3><p>Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don&rsquo;t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.<\/p><h3><strong>Entropic Ward<\/strong><\/h3><p>At 6th level, you learn to magically ward yourself against attack and to turn an enemy&rsquo;s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<\/p><h3><strong>Thought Shield<\/strong><\/h3><p>Starting at 10th level, your thoughts can&rsquo;t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.<\/p><h3><strong>Create Thrall<\/strong><\/h3><p>At 14th level, you gain the ability to infect a humanoid&rsquo;s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5165","name":"Wizard, School of Abjuration","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Abjuration<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.<\/p><h3><strong>Abjuration Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.<\/p><h3><strong>Arcane Ward<\/strong><\/h3><p>Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell&rsquo;s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your w izard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can&rsquo;t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can&rsquo;t create it again until you finish a long rest.<\/p><h3><strong>Projected Ward<\/strong><\/h3><p>Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.<\/p><h3><strong>Improved Abjuration<\/strong><\/h3><p>Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.<\/p><h3><strong>Spell Resistance<\/strong><\/h3><p>Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5166","name":"Wizard, School of Conjuration","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Conjuration<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.<\/p><h3><strong>Conjuration Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.<\/p><h3><strong>Minor Conjuration<\/strong><\/h3><p>Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.<\/p><h3><strong>Benign Transposition<\/strong><\/h3><p>Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can&rsquo;t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.<\/p><h3><strong>Focused Conjuration<\/strong><\/h3><p>Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can&rsquo;t be broken as a result of taking damage.<\/p><h3><strong>Durable Summons<\/strong><\/h3><p>Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5167","name":"Wizard, School of Divination","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Divination<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding o f the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.<\/p><h3><strong>Divination Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.<\/p><h3><strong>Portent<\/strong><\/h3><p>Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.<\/p><h3><strong>Expert Divination<\/strong><\/h3><p>Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell o f 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can&rsquo;t be higher than 5th level.<\/p><h3><strong>The Third Eye<\/strong><\/h3><p>Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can&rsquo;t use the feature again until you finish a rest. <br \/><em><strong>Darkvision.<\/strong><\/em> You gain darkvision out to a range of 60 feet, as described in chapter 8. <br \/><em><strong>Ethereal Sight.<\/strong><\/em> You can see into the Ethereal Plane within 60 feet of you. <br \/><em><strong>Greater Comprehension.<\/strong><\/em> You can read any language. <br \/><em><strong>See Invisibility.<\/strong><\/em> You can see invisible creatures and objects within 10 feet of you that are within line of sight.<\/p><h3><strong>Greater Portent<\/strong><\/h3><p>Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind o f what is to come. You roll three d20s for your Portent feature, rather than two.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5168","name":"Wizard, School of Enchantment","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Enchantment<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers w ho bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants w ho magically bind the unwilling into their service. Most enchanters fall somewhere in between.<\/p><h3><strong>Enchantment Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.<\/p><h3><strong>Hypnotic Gaze<\/strong><\/h3><p>Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. A s an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature&rsquo;s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can&rsquo;t use this feature on that creature again until you finish a long rest.<\/p><h3><strong>Instinctive Charm<\/strong><\/h3><p>Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack&rsquo;s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can&rsquo;t use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can&rsquo;t be charmed are immune to this effect.<\/p><h3><strong>Split Enchantment<\/strong><\/h3><p>Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.<\/p><h3><strong>Alter Memories<\/strong><\/h3><p>At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature&rsquo;s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can&rsquo;t exceed the duration of your enchantment spell.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5169","name":"Wizard, School of Evocation","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Evocation<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.<\/p><h3><strong>Evocation Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.<\/p><h3><strong>Sculpt Spells<\/strong><\/h3><p>Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell&rsquo;s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.<\/p><h3><strong>Potent Cantrip<\/strong><\/h3><p>Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip&rsquo;s damage (if any) but suffers no additional effect from the cantrip.<\/p><h3><strong>Empowered Evocation<\/strong><\/h3><p>Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.<\/p><h3><strong>Overchannel<\/strong><\/h3><p>Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5170","name":"Wizard, School of Illusion","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Illusion<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists&mdash;including many gnome wizards&mdash;are benign tricksters w ho use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.<\/p><h3><strong>Illusion Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.<\/p><h3><strong>Improved Minor Illusion<\/strong><\/h3><p>When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn&rsquo;t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.<\/p><h3><strong>Malleable Illusions<\/strong><\/h3><p>Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell&rsquo;s normal parameters for the illusion), provided that you can see the illusion.<\/p><h3><strong>Illusory Self<\/strong><\/h3><p>Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can&rsquo;t use it again until you finish a short or long rest.<\/p><h3><strong>Illusory Reality<\/strong><\/h3><p>By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can&rsquo;t deal damage or otherwise directly harm anyone.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5171","name":"Wizard, School of Necromancy","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Necromancy<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical&nbsp;power you can manipulate.<br \/>Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.<\/p><h3><strong>Necromancy Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.<\/p><h3><strong>Grim Harvest<\/strong><\/h3><p>At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell&rsquo;s level, or three times its level if the spell belongs to the School of Necromancy. You don&rsquo;t gain this benefit for killing constructs or undead.<\/p><h3><strong>Undead Thralls<\/strong><\/h3><p>At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.<br \/>Whenever you create an undead using a necromancy spell, it has additional benefits:<br \/>&bull; The creature&rsquo;s hit point maximum is increased by an<br \/>amount equal to your wizard level.<br \/>&bull; The creature adds your proficiency bonus to its<br \/>weapon damage rolls.<\/p><h3><strong>Inured to Undeath<\/strong><\/h3><p>Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can&rsquo;t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.<\/p><h3><strong>Command Undead<\/strong><\/h3><p>Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can&rsquo;t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it<br \/>succeeds and breaks free.<\/p>","reference":"PH","class_skills":"","proficiencies":""},{"id":"5172","name":"Wizard, School of Transmutation","type":"archetype","hit_die":"d6","alignment":"Any","full_text":"<h1>School of Transmutation<\/h1><p>See&nbsp;<a href=\"http:\/\/class.com\/Wizard\">Wizard<\/a>&nbsp;for the class description.&nbsp;<\/p><p>You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality&rsquo;s forge. Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.<\/p><h3><strong>Transmutation Savant<\/strong><\/h3><p>Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.<\/p><h3><strong>Minor Alchemy<\/strong><\/h3><p>Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you w ere concentrating on a spell), the material reverts to its original substance.<\/p><h3><strong>Transmuter&rsquo;s Stone<\/strong><\/h3><p>Starting at 6th level, you can spend 8 hours creating a transmuter&rsquo;s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature&rsquo;s possession. When you create the stone, choose the benefit from the following options: <br \/>&bull; Darkvision out to a range of 60 feet, as described in chapter 8 <br \/>&bull; An increase to speed of 10 feet while the creature is unencumbered <br \/>&bull; Proficiency in Constitution saving throws <br \/>&bull; Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)<\/p><p>Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. If you create a new transmuter&rsquo;s stone, the previous one ceases to function.<\/p><h3><strong>Shapechanger<\/strong><\/h3><p>At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast w hose challenge rating is 1 or lower. Once you cast polymorph in this way, you can&rsquo;t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.<\/p><h3><strong>Master Transmutation<\/strong><\/h3><p>Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter&rsquo;s stone in a single burst. When you do so, choose one of the following effects. Your transmuter&rsquo;s stone is destroyed and can&rsquo;t be remade until you finish a long rest. <br \/><em><strong>Major Transformation.<\/strong><\/em> You can transmute one nonmagical object&mdash;no larger than a 5-foot cube&mdash;into another nonmagical object of similar size and mass and o f equal or lesser value. You must spend 10 minutes handling the object to transform it. <br \/><em><strong>Panacea.<\/strong><\/em> You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter&rsquo;s stone. The creature also regains all its hit points. <br \/><em><strong>Restore Life.<\/strong><\/em> You cast the raise dead spell on a creature you touch with the transmuter&rsquo;s stone, without expending a spell slot or needing to have the spell in your spellbook. <br \/><em><strong>Restore Youth.<\/strong><\/em> You touch the transmuter&rsquo;s stone to a willing creature, and that creature&rsquo;s apparent age is reduced by 3 d 10 years, to a minimum of 13 years. This effect doesn&rsquo;t extend the creature&rsquo;s lifespan.<\/p>","reference":"PH","class_skills":"","proficiencies":""}],[],[{"id":"10294","name":"Lion","full_text":"<h2>Lion<\/h2><p>Large beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 26 (4d10 + 4)<\/p><p><strong>Speed<\/strong> 50 ft.<\/p><table style=\"height: 53px;\" width=\"330\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>15 (+2)<\/td><td>13 (+1)<\/td><td>3 (- 4)<\/td><td>12 (+1)<\/td><td>8 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3 , Stealth +6<\/p><p><strong>Senses<\/strong> passive Perception 13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Keen Smell<\/strong>. The lion has advantage on Wisdom (Perception)<\/p><p>checks that rely on smell.<\/p><p><strong>Pack Tactics<\/strong>. The lion has advantage on an attack roll against a<\/p><p>creature if at least one of the lion's allies is within 5 feet of the<\/p><p>creature and the ally isn't incapacitated .<\/p><p><strong>Pounce<\/strong>. If the lion moves at least 20 feet straight toward a<\/p><p>creature and then hits it with a claw attack on the same turn,<\/p><p>that target must succeed on a DC 13 Strength saving throw or<\/p><p>be knocked prone. If the target is prone, the lion can make one<\/p><p>bite attack against it as a bonus action.<\/p><p><strong>Running Leap<\/strong>. With a 10-foot running start, the lion can long<\/p><p>jump up to 25 feet.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (1d8 + 3) piercing damage.<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.,<\/p><p>Hit: 6 (1d6 + 3) slashing damage.<\/p>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"PhB"},{"id":"10299","name":"Mastiff","full_text":"<div><h2>Mastiff<\/h2><p><strong>Medium beast, unalined<\/strong><\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 5 (ld8 + 1)<\/p><p><strong>Speed<\/strong> 40 ft.<\/p><table style=\"height: 53px;\" width=\"319\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>13 (+1)<\/td><td>14 (+2)<\/td><td>12 (+1)<\/td><td>3 (-4)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3<\/p><p><strong>Senses<\/strong> passive Perceptio n 13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/8 (25 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. The mastiff has advantage on<\/p><p>Wisdom (Perception) checks that rely on hearing or smell.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., o ne target. Hit:<\/p><p>4 (1d6 + 1) piercing damage. If the target is a creature, it must<\/p><p>succeed on a DC 11 Strength saving throw o r be knocked prone.<\/p><p>&nbsp;<\/p><p><strong>Mastiffs are impressive hounds<\/strong> prized by humanoids<\/p><p>for their loyalty and keen senses, Mastiffs can be trained<\/p><p>as guard dogs, hunting dogs, and war dogs. Halftings<\/p><p>and other Small humanoids ride them as mounts.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"PhB"},{"id":"10300","name":"Mule","full_text":"<h2>Mule<\/h2><p>Medium beast, unaligned<\/p><p><strong>Armor Class<\/strong> 1 0<\/p><p><strong>Hit Points<\/strong> 11 (2d8 + 2)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 40px;\" width=\"322\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>14 (+2)<\/td><td>10 (+0)<\/td><td>13 (+1)<\/td><td>2 (-4)<\/td><td>10 (+0)<\/td><td>5 (-3)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perception 10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/8 (25 XP)<\/p><p><strong>Beast of Burden<\/strong>. The mule is considered to be a Large animal<\/p><p>for the purpose of determining its carrying capacity.<\/p><p><strong>Sure-Footed<\/strong>. The mule has advantage on Strength and<\/p><p>Dexterity saving throws made against effects that would<\/p><p>knock it prone.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Hooves<\/strong>. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.<\/p><p>Hit: 4 (1d4 + 2) bludgeoning damage.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"PhB"},{"id":"10301","name":"Owl","full_text":"<div><h2>Owl<\/h2><p>Tiny beast, unaligned<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 1 (ld4- 1)<\/p><p><strong>Speed<\/strong> 5 ft., fly 60ft.<\/p><table style=\"height: 40px;\" width=\"302\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>3 (-4)<\/td><td>13 (+1)<\/td><td>8 (-1)<\/td><td>2 (-4)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +3<\/p><p><strong>Senses<\/strong> darkvision 120ft., passive Perception 13<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 0 (10 XP)<\/p><p><strong>Flyby<\/strong>. The owl doesn't provoke opportunity attacks when it<\/p><p>flies out of an enemy's reach.<\/p><p><strong>Keen Hearing and Sight<\/strong>. The owl has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing r sight.<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Talons<\/strong>. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.<\/p><p>Hit: 1 slashing damage.<\/p><\/div>","family":"","ch":"0","size":"Tiny","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"PhB"},{"id":"10302","name":"Wolf","full_text":"<div><h2>Wolf<\/h2><p>Medium beast, unaligned<\/p><p><strong>Armor Class<\/strong> 13 (natural armor)<\/p><p><strong>Hit Points<\/strong> 11 (2d8 + 2)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>12 (+1)<\/td><td>15 (+2)<\/td><td>12 (+1)<\/td><td>3 (-4)<\/td><td>12 (+1)<\/td><td>6 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +4<\/p><p><strong>Senses<\/strong> passive Perception 13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Keen Hearing and Smell<\/strong>. The wolf has advantage on Wisdom<\/p><p>(Perception) checks that rely on hearing or smell.<\/p><p><strong>Pack Tactics<\/strong>. The wolf has advantage on attack rolls against a<\/p><p>creature if at least one of the wolf's allies is within 5 feet of the<\/p><p>creature and the ally isn't incapacitated.<\/p><p><strong>ACTIONS<\/strong><\/p><p>Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,<\/p><p>it must succeed on a DC 11 Strength saving throw or be<\/p><p>knocked prone.<\/p><\/div>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"PhB"},{"id":"10307","name":"Warhorse","full_text":"<div><h2>Warhorse<\/h2><p>Large beast, unaligned<\/p><p><strong>Armor Class<\/strong> 11<\/p><p><strong>Hit Points<\/strong> 19 (3d10 + 3)<\/p><p><strong>Speed<\/strong> 60ft.<\/p><table style=\"height: 40px;\" width=\"292\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>18 (+4)<\/td><td>12 (+1)<\/td><td>13 (+1)<\/td><td>2 (-4)<\/td><td>12 (+1)<\/td><td>7 (-2)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perception 11<\/p><p><strong>Languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Trampling Charge<\/strong>. If the horse moves at least 20 feet stra ight<\/p><p>toward a creature and then hits it with a hooves attack on<\/p><p>the same turn, that target must succeed on a DC 14 Strength<\/p><p>saving throw or be knocked prone. If the target is prone, the<\/p><p>horse can make another attack with its hooves against it as a<\/p><p>bonus action .<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Hooves<\/strong>. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 11 (2d6 + 4) bludgeoning damage.<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"PhB"},{"id":"10311","name":"Tiger","full_text":"<div><h2>Tiger<\/h2><p>Large beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12<\/p><p><strong>Hit Points<\/strong> 37 (5d10 + 10)<\/p><p><strong>Speed<\/strong> 40ft.<\/p><table style=\"height: 53px;\" width=\"315\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>17 (+3)<\/td><td>15 (+2)<\/td><td>14 (+2)<\/td><td>3 (- 4)<\/td><td>12 (+1)<\/td><td>8 (-1)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3, Stealth +6<\/p><p><strong>Senses<\/strong> darkvision 60ft., passive Perception 13<\/p><p><strong>languages<\/strong>-<\/p><p><strong>Challenge<\/strong> 1 (200 XP)<\/p><p><strong>Keen<\/strong> <strong>Smell<\/strong>. The tiger has advantage on Wisdom (Perception)<\/p><p>checks that rely on smell.<\/p><p><strong>Pounce<\/strong>. If the tiger moves at least 20 feet straight toward a<\/p><p>creature and then hits it with a claw attack on the same turn,<\/p><p>that target must succeed on a DC 13 Strength saving throw or<\/p><p>be knocked prone. If the target is prone, the tiger can make one<\/p><p>bite attack against it as a bonus action .<\/p><p><strong>ACTIONS<\/strong><\/p><p><strong>Bite<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.<\/p><p>Hit: 8 (1d10 + 3) piercing damage .<\/p><p><strong>Claw<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 7 (1d8 + 3) slashing damage.<\/p><p>&nbsp;<\/p><\/div>","family":"","ch":"0","size":"Large","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Neutral","reference":"PhB"},{"id":12050,"name":"Panther","full_text":"<h2>Panther<\/h2><p>Medium beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12&nbsp;<\/p><p><strong>Hit Points<\/strong> 13 (3d8)<\/p><p><strong>Speed<\/strong>&nbsp;50 ft., climb 40 ft.<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>14 (+2)<\/td><td>13 (+2)<\/td><td>10 (+0)<\/td><td>3 (-4)<\/td><td>14 (+2)<\/td><td>7&nbsp;(-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +4, Stealth +6<\/p><p><strong>Senses<\/strong> passive Perception&nbsp;14<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>Keen Smell<\/strong>. The panther&nbsp;has advantage on Wisdom<\/p><p>(Perception) checks that rely on smell.<\/p><p><strong>Pounce<\/strong>.&nbsp;If the panther moves at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeedon a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can take a bonus action to make one bit attack against it.<\/p><p><strong>ACTIONS<\/strong><\/p><p><em><strong>Bite.<\/strong> Melee Weapon Attack:<\/em> +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 5 (1d6 + 2) piercing damage.&nbsp;<\/p><p><em><strong>Claw.<\/strong> Melee Weapon Attack:<\/em> +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 4 (1d4 + 2) slashing damage.<\/p>","family":"","ch":"1","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"1","alignment":"Neutral","reference":"PhB"},{"id":12051,"name":"Poisonous Snake","full_text":"<h2>Poisonous Snake<\/h2><p>Tiny&nbsp;beast, unaligned<\/p><p><strong>Armor Class<\/strong> 13&nbsp;<\/p><p><strong>Hit Points<\/strong>&nbsp;2 (1d4)<\/p><p><strong>Speed<\/strong>&nbsp;30 ft.,&nbsp;swim&nbsp;30 ft.<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>2&nbsp;(-4)<\/td><td>16 (+3)<\/td><td>11 (+0)<\/td><td>1 (-5)<\/td><td>10 (+0)<\/td><td>3&nbsp;(-42)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong>&nbsp;blindsight 10 ft., passive Perception&nbsp;10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/8 (25 XP)<\/p><p><strong>ACTIONS<\/strong><\/p><p><em><strong>Bite.<\/strong> Melee Weapon Attack:<\/em> +5 to hit, reach 5 ft., one target.<\/p><p>Hit: 1&nbsp;piercing damage and the target must make a DC 10 constitution saving throw, taking 5 (2d4) poison damage on a failed save, of half as much damage on a succesful one.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Lawful Good","reference":"PhB"},{"id":12052,"name":"Rat","full_text":"<h2>Rat<\/h2><p>Tiny&nbsp;beast, unaligned<\/p><p><strong>Armor Class<\/strong> 10&nbsp;<\/p><p><strong>Hit Points<\/strong> 1 (1d4 - 1)<\/p><p><strong>Speed<\/strong>&nbsp;20 ft.&nbsp;<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>2&nbsp;(-4)<\/td><td>11 (+0)<\/td><td>9&nbsp;(-1)<\/td><td>2&nbsp;(-4)<\/td><td>10 (+0)<\/td><td>4&nbsp;(-3)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong>&nbsp; darkvision 30 ft., passive Perception&nbsp;14<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong>&nbsp;0 (10 XP)<\/p><p><strong>Keen Smell<\/strong>. The rat&nbsp;has advantage on Wisdom (Perception) checks that rely on smell.<\/p><p><strong>ACTIONS<\/strong><\/p><p><em><strong>Bite.<\/strong> Melee Weapon Attack:<\/em> +0 to hit, reach 5 ft., one target.<\/p><p>Hit: 1&nbsp;piercing damage.&nbsp;<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"0","alignment":"Lawful Good","reference":"PhB"},{"id":12053,"name":"Raven","full_text":"<h2>Raven<\/h2><p>Tiny&nbsp;beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12&nbsp;<\/p><p><strong>Hit Points<\/strong> 1 (1d4-1)<\/p><p><strong>Speed<\/strong>&nbsp;10 ft., fly 50 ft.<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>2&nbsp;(-4)<\/td><td>14 (+2)<\/td><td>8&nbsp;(-1)<\/td><td>2&nbsp;(-4)<\/td><td>12 (+1)<\/td><td>6&nbsp;(-2)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +3,<\/p><p><strong>Senses<\/strong> passive Perception&nbsp;13<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong>&nbsp;0 (10 XP)<\/p><p><strong>Mimicry.<\/strong>&nbsp;The Raven can mimic simple sounds it has heard, such as a person wispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a succesful DC 10 Wisdom (Insight) check.<\/p><p><strong>ACTIONS<\/strong><\/p><p><em><strong>Beak.<\/strong> Melee Weapon Attack:<\/em> +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 1&nbsp;piercing damage.&nbsp;<\/p><p>&nbsp;<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Lawful Good","reference":"PhB"},{"id":12054,"name":"Reef Shark","full_text":"<h2>Reef Shark<\/h2><p>Medium beast, unaligned<\/p><p><strong>Armor Class<\/strong> 12 (natural armor)<\/p><p><strong>Hit Points<\/strong>&nbsp;22 (4d8 + 4)<\/p><p><strong>Speed<\/strong>&nbsp;0 ft., swom&nbsp;40 ft.<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>14 (+2)<\/td><td>13 (+1)<\/td><td>13 (+1)<\/td><td>1&nbsp;(-5)<\/td><td>10 (+0)<\/td><td>4&nbsp;(-3)<\/td><\/tr><\/tbody><\/table><p><strong>Skills<\/strong> Perception +2<\/p><p><strong>Senses<\/strong>&nbsp;blindsight 30 ft., passive Perception&nbsp;12<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/2 (100 XP)<\/p><p><strong>Pack Tactics<\/strong>. The shark has advantage on&nbsp;attack rolls against &nbsp;creature if at least one of the shark's allies is within 5 feet of the creature and isn't capacitated.<\/p><p><strong>Water Breathing.<\/strong>&nbsp;The shark can breathe only under water.<\/p><p><strong>ACTIONS<\/strong><\/p><p><em><strong>Bite.<\/strong> Melee Weapon Attack:<\/em> +4 to hit, reach 5 ft., one target.<\/p><p>Hit: 6&nbsp;(1d8 + 2) piercing damage.&nbsp;<\/p><p>&nbsp;<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Lawful Good","reference":"PhB"},{"id":12055,"name":"Riding Horse","full_text":"<h2>Riding Horse<\/h2><p>Large beast, unaligned<\/p><p><strong>Armor Class<\/strong> 10<\/p><p><strong>Hit Points<\/strong> 13 (2d10 + 2)<\/p><p><strong>Speed<\/strong>&nbsp;60 ft.&nbsp;<\/p><table style=\"height: 40px;\" width=\"363\"><tbody><tr><td><strong>STR<\/strong><\/td><td><strong>DEX<\/strong><\/td><td><strong>CON<\/strong><\/td><td><strong>INT<\/strong><\/td><td><strong>WIS<\/strong><\/td><td><strong>CHA<\/strong><\/td><\/tr><tr><td>16 (+3)<\/td><td>10 (+0)<\/td><td>12 (+1)<\/td><td>2&nbsp;(-4)<\/td><td>11 (+0)<\/td><td>7&nbsp;(-2)<\/td><\/tr><\/tbody><\/table><p><strong>Senses<\/strong> passive Perception&nbsp;10<\/p><p><strong>Languages<\/strong> -<\/p><p><strong>Challenge<\/strong> 1\/4 (50 XP)<\/p><p><strong>ACTIONS<\/strong><\/p><p><em><strong>Hooves.<\/strong> Melee Weapon Attack:<\/em> +2 to hit, reach 5 ft., one target.<\/p><p>Hit: 8&nbsp;(2d4 + 3) bludgeoning&nbsp;damage.&nbsp;<\/p><p>&nbsp;<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"","initiative":"","base_attack":"","environment":"","type":"Animal","challenge_rating":"","alignment":"Lawful Good","reference":"PhB"}],[{"id":10024,"name":"Arawai","full_text":"<h1>Arawai<\/h1><p><i>goddess of fertility <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Life, Nature <br\/>Symbol: Sheaf of wheat tied with green ribbon <br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10025,"name":"Aureon","full_text":"<h1>Aureon<\/h1><p><i>god of law and knowledge <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Knowledge<br\/>Symbol: Open tome<br\/><\/p>","alignment":"LN ","type":"other","reference":"PhB"},{"id":10026,"name":"Azuth","full_text":"<h1>Azuth<\/h1><p><i>god of wizards<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge<br\/>Symbol: Left hand pointing upward, outlined in fire<br\/><\/p>","alignment":"Lawful Neutral","type":"other","reference":"PhB"},{"id":10027,"name":"Balinor","full_text":"<h1>Balinor<\/h1><p><i>god of beasts and the hunt <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Life, Nature<br\/>Symbol: Pair of antlers<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10028,"name":"Beory","full_text":"<h1>Beory<\/h1><p><i>goddess of nature<\/i><br\/>Origin: Greyhawk<br\/>Domains: Nature<br\/>Symbol: Green disk<br\/><\/p>","alignment":"Neutral","type":"other","reference":"PhB"},{"id":10029,"name":"Beshaba","full_text":"<h1>Beshaba<\/h1><p><i>goddess of misfortune <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Trickery <br\/>Symbol: Black antlers<br\/><\/p>","alignment":"Chaotic Evil","type":"other","reference":"PhB"},{"id":10030,"name":"Bhaal","full_text":"<h1>Bhaal<\/h1><p><i>god of murder<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Death<br\/>Symbol: Skull surrounded by a ring of blood droplets<br\/><\/p>","alignment":"Neutral Evil","type":"other","reference":"PhB"},{"id":10031,"name":"Blibdoolpoolp","full_text":"<h1>Blibdoolpoolp<\/h1><p><i>kuo-toa goddess <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Death<br\/>Symbol: Lobster head or black pearl <br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10032,"name":"Boldrei","full_text":"<h1>Boldrei<\/h1><p><i>goddess of community and home <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Life<br\/>Symbol: Fire in a stone hearth<br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10033,"name":"Branchala","full_text":"<h1>Branchala<\/h1><p><i>god of music <\/i><br\/>Origin: Dragonlance<br\/>Domains: Light<br\/>Symbol: Bard's harp<br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10034,"name":"Chauntea","full_text":"<h1>Chauntea<\/h1><p><i>goddess of agriculture <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Life <br\/>Symbol: Sheaf of grain or a blooming rose over grain<br\/><\/p>","alignment":"Neutral Good","type":"other","reference":"PhB"},{"id":10035,"name":"Chislev","full_text":"<h1>Chislev<\/h1><p><i>goddess of nature <\/i><br\/>Origin: Dragonlance<br\/>Domains: Nature<br\/>Symbol: Feather<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10036,"name":"Cults of the Dragon Below","full_text":"<h1>Cults of the Dragon Below<\/h1><p><i>deities of madness <\/i><br\/>Origin: Eberron<br\/>Domains: Trickery <br\/>Symbol: Varies<br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10037,"name":"Cyric","full_text":"<h1>Cyric<\/h1><p><i>god of lies<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Trickery <br\/>Symbol: White jawless skull on black or purple sunburst<br\/><\/p>","alignment":"Chaotic Evil","type":"other","reference":"PhB"},{"id":10038,"name":"Deep Sashelas","full_text":"<h1>Deep Sashelas<\/h1><p><i>elf god of the sea <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Nature, Tempest <br\/>Symbol: Dolphin<br\/><\/p>","alignment":"CG ","type":"other","reference":"PhB"},{"id":10039,"name":"Deneir","full_text":"<h1>Deneir<\/h1><p><i>god of writing<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge <br\/>Symbol: Lit candle above an open eye<br\/><\/p>","alignment":"Neutral Good","type":"other","reference":"PhB"},{"id":10040,"name":"Dol Arrah","full_text":"<h1>Dol Arrah<\/h1><p><i>goddess of sunlight and honor <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Light, War <br\/>Symbol: Rising sun<br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10041,"name":"Dol Dorn","full_text":"<h1>Dol Dorn<\/h1><p><i>god of strength at arms <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: War<br\/>Symbol: Longsword crossed over a shield <br\/><\/p>","alignment":"CG ","type":"other","reference":"PhB"},{"id":10042,"name":"Eadro","full_text":"<h1>Eadro<\/h1><p><i>merfolk deity of the sea  <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Nature, Tempest <br\/>Symbol: Spiral design<br\/><\/p>","alignment":"Neutral","type":"other","reference":"PhB"},{"id":10043,"name":"Eldath","full_text":"<h1>Eldath<\/h1><p><i>goddess of peace<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Life, Nature <br\/>Symbol: Waterfall plunging into still pool<br\/><\/p>","alignment":"Neutral Good","type":"other","reference":"PhB"},{"id":10044,"name":"Gilean","full_text":"<h1>Gilean<\/h1><p><i>god of knowledge <\/i><br\/>Origin: Dragonlance<br\/>Domains: Knowledge<br\/>Symbol: Open book<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10045,"name":"Gond","full_text":"<h1>Gond<\/h1><p><i>god of craft<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge <br\/>Symbol: Toothed cog with four spokes<br\/><\/p>","alignment":"Neutral","type":"other","reference":"PhB"},{"id":10046,"name":"Grolantor","full_text":"<h1>Grolantor<\/h1><p><i>hill giant god of war <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: War<br\/>Symbol: Wooden club<br\/><\/p>","alignment":"CE ","type":"other","reference":"PhB"},{"id":10047,"name":"Habbakuk","full_text":"<h1>Habbakuk<\/h1><p><i>god of animal life and the sea <\/i><br\/>Origin: Dragonlance<br\/>Domains: Nature, Tempest <br\/>Symbol: Blue bird<br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10048,"name":"Helm","full_text":"<h1>Helm<\/h1><p><i>god of protection<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Life, Light <br\/>Symbol: Staring eye on upright left gauntlet<br\/><\/p>","alignment":"Lawful Neutral","type":"other","reference":"PhB"},{"id":10049,"name":"Hiddukel","full_text":"<h1>Hiddukel<\/h1><p><i>god of lies and greed <\/i><br\/>Origin: Dragonlance<br\/>Domains: Trickery<br\/>Symbol: Broken merchant's scales <br\/><\/p>","alignment":"CE ","type":"other","reference":"PhB"},{"id":10050,"name":"Hruggek","full_text":"<h1>Hruggek<\/h1><p><i>bugbear god of violence <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: War<br\/>Symbol: Morningstar<br\/><\/p>","alignment":"CE ","type":"other","reference":"PhB"},{"id":10051,"name":"Ilmater","full_text":"<h1>Ilmater<\/h1><p><i>god of endurance <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Life <br\/>Symbol: Hands bound at the wrist with red cord<br\/><\/p>","alignment":"Lawful Good","type":"other","reference":"PhB"},{"id":10052,"name":"Incabulos","full_text":"<h1>Incabulos<\/h1><p><i>god of plague and famine <\/i><br\/>Origin: Greyhawk<br\/>Domains: Death <br\/>Symbol: Reptilian eye with a horizontal diamond <br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10053,"name":"Kelemvor","full_text":"<h1>Kelemvor<\/h1><p><i>god of the dead <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Death<br\/>Symbol: Upright skeletal arm holding balanced scales<br\/><\/p>","alignment":"Lawful Neutral","type":"other","reference":"PhB"},{"id":10054,"name":"Kiri-Jolith","full_text":"<h1>Kiri-Jolith<\/h1><p><i>god of honor and war <\/i><br\/>Origin: Dragonlance<br\/>Domains: War<br\/>Symbol: Bison's horns<br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10055,"name":"Kol Korran","full_text":"<h1>Kol Korran<\/h1><p><i>god of trade and wealth <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Trickery<br\/>Symbol: Nine-sided gold coin<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10056,"name":"Kurtulmak","full_text":"<h1>Kurtulmak<\/h1><p><i>kobold god of war and mining <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: War<br\/>Symbol: Gnome skull<br\/><\/p>","alignment":"LE ","type":"other","reference":"PhB"},{"id":10057,"name":"Laogzed","full_text":"<h1>Laogzed<\/h1><p><i>troglodyte god of hunger <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Death <br\/>Symbol: Image of the lizard\/toad god <br\/><\/p>","alignment":"CE ","type":"other","reference":"PhB"},{"id":10058,"name":"Lathander","full_text":"<h1>Lathander<\/h1><p><i>god of birth and renewal <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Life, Light <br\/>Symbol: Road traveling into a sunrise<br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10059,"name":"Leira","full_text":"<h1>Leira<\/h1><p><i>goddess of illusion<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Trickery <br\/>Symbol: Point-down triangle containing a swirl of mist <br\/><\/p>","alignment":"CN ","type":"other","reference":"PhB"},{"id":10060,"name":"Lliira","full_text":"<h1>Lliira<\/h1><p><i>goddess of joy<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Life<br\/>Symbol: Triangle of three six-pointed stars<br\/><\/p>","alignment":"CG ","type":"other","reference":"PhB"},{"id":10061,"name":"Loviatar","full_text":"<h1>Loviatar<\/h1><p><i>goddess of pain<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Death <br\/>Symbol: Nine-tailed barbed scourge<br\/><\/p>","alignment":"LE ","type":"other","reference":"PhB"},{"id":10062,"name":"Lunitari","full_text":"<h1>Lunitari<\/h1><p><i>goddess of neutral magic <\/i><br\/>Origin: Dragonlance<br\/>Domains: no clerics <br\/>Symbol: Red circle or sphere<br\/><\/p>","alignment":"Neutral","type":"other","reference":"PhB"},{"id":10063,"name":"Maglubiyet","full_text":"<h1>Maglubiyet<\/h1><p><i>goblinoid god of war <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: War<br\/>Symbol: Bloody axe<br\/><\/p>","alignment":"LE ","type":"other","reference":"PhB"},{"id":10064,"name":"Majere","full_text":"<h1>Majere<\/h1><p><i>god of meditation and order <\/i><br\/>Origin: Dragonlance<br\/>Domains: Knowledge <br\/>Symbol: Copper spider<br\/><\/p>","alignment":"LC ","type":"other","reference":"PhB"},{"id":10065,"name":"Malar","full_text":"<h1>Malar<\/h1><p><i>god of the hunt<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Nature <br\/>Symbol: Clawed paw<br\/><\/p>","alignment":"CE ","type":"other","reference":"PhB"},{"id":10066,"name":"Mask","full_text":"<h1>Mask<\/h1><p><i>god of thieves<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Trickery <br\/>Symbol: Black mask<br\/><\/p>","alignment":"CN ","type":"other","reference":"PhB"},{"id":10067,"name":"Mielikki","full_text":"<h1>Mielikki<\/h1><p><i>goddess of forests<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Nature <br\/>Symbol: Unicorn's head<br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10068,"name":"Milil","full_text":"<h1>Milil<\/h1><p><i>god of poetry and song <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Light <br\/>Symbol: Five-stringed harp made of leaves<br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10069,"name":"Mishakal","full_text":"<h1>Mishakal<\/h1><p><i>goddess of healing <\/i><br\/>Origin: Dragonlance<br\/>Domains: Knowledge, Life <br\/>Symbol: Blue infinity sign <br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10070,"name":"Morgion","full_text":"<h1>Morgion<\/h1><p><i>god of disease and secrecy <\/i><br\/>Origin: Dragonlance<br\/>Domains: Death <br\/>Symbol: Hood with two red eyes <br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10071,"name":"Myrkul","full_text":"<h1>Myrkul<\/h1><p><i>god of death<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Death <br\/>Symbol: White human skull<br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10072,"name":"Mystra","full_text":"<h1>Mystra<\/h1><p><i>goddess of magic <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge <br\/>Symbol: Circle of seven stars, or nine stars encircling a flowing red mist, or a single star<br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10073,"name":"Nuitari","full_text":"<h1>Nuitari<\/h1><p><i>god of evil magic <\/i><br\/>Origin: Dragonlance<br\/>Domains: no clerics<br\/>Symbol: Black circle or sphere<br\/><\/p>","alignment":"Lawful Evil","type":"other","reference":"PhB"},{"id":10074,"name":"Oghma","full_text":"<h1>Oghma<\/h1><p><i>god of knowledge<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge <br\/>Symbol: Blank scroll<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10075,"name":"Olladra","full_text":"<h1>Olladra<\/h1><p><i>goddess of good fortune <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Life, Trickery <br\/>Symbol: Domino<br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10076,"name":"Onatar","full_text":"<h1>Onatar<\/h1><p><i>god of craft <\/i><br\/>Origin: Eberron The Sovereign Host<br\/>Domains: Knowledge<br\/>Symbol: Crossed hammer and tongs<br\/><\/p>","alignment":"Neutral Good","type":"other","reference":"PhB"},{"id":10077,"name":"Paladine","full_text":"<h1>Paladine<\/h1><p><i>god of rulers and guardians <\/i><br\/>Origin: Dragonlance<br\/>Domains: War<br\/>Symbol: Silver triangle<br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10078,"name":"Ralishaz","full_text":"<h1>Ralishaz<\/h1><p><i>god of ill luck and insanity <\/i><br\/>Origin: Greyhawk<br\/>Domains: Trickery<br\/>Symbol: Three bone fate-casting sticks<br\/><\/p>","alignment":"CN ","type":"other","reference":"PhB"},{"id":10079,"name":"Reorx ","full_text":"<h1>Reorx <\/h1><p><i>god of craft <\/i><br\/>Origin: Dragonlance<br\/>Domains: Knowledge <br\/>Symbol: Forging hammer <br\/><\/p>","alignment":"Neutral","type":"other","reference":"PhB"},{"id":10080,"name":"Rillifane Rallathil","full_text":"<h1>Rillifane Rallathil<\/h1><p><i>wood elf god of nature <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Nature <br\/>Symbol: Oak<br\/><\/p>","alignment":"CG ","type":"other","reference":"PhB"},{"id":10081,"name":"Sargonnas","full_text":"<h1>Sargonnas<\/h1><p><i>god of vengeance and fire <\/i><br\/>Origin: Dragonlance<br\/>Domains: War <br\/>Symbol: Stylized red condor<br\/><\/p>","alignment":"LE ","type":"other","reference":"PhB"},{"id":10082,"name":"Savras","full_text":"<h1>Savras<\/h1><p><i>god of divination and fate <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge <br\/>Symbol: Crystal ball containing many kinds of eyes<br\/><\/p>","alignment":"LN ","type":"other","reference":"PhB"},{"id":10083,"name":"Sehanine Moonbow ","full_text":"<h1>Sehanine Moonbow <\/h1><p><i>elf goddess of the moon <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Knowledge <br\/>Symbol: Crescent moon<br\/><\/p>","alignment":"Chaotic Good","type":"other","reference":"PhB"},{"id":10084,"name":"Sekolah","full_text":"<h1>Sekolah<\/h1><p><i>sahuagin god of the hunt <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Nature, Tempest <br\/>Symbol: Shark<br\/><\/p>","alignment":"LE ","type":"other","reference":"PhB"},{"id":10085,"name":"SelUne","full_text":"<h1>SelUne<\/h1><p><i>goddess of the moon<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge, Life <br\/>Symbol: Pair of eyes surrounded by seven stars<br\/><\/p>","alignment":"CG ","type":"other","reference":"PhB"},{"id":10086,"name":"Semuanya","full_text":"<h1>Semuanya<\/h1><p><i>lizardfolk deity of survival <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Life<br\/>Symbol: Egg<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10087,"name":"Shar","full_text":"<h1>Shar<\/h1><p><i>goddess of darkness and loss <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Death, Trickery <br\/>Symbol: Black disk encircled with a border<br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10088,"name":"Shinare","full_text":"<h1>Shinare<\/h1><p><i>goddess of wealth and trade <\/i><br\/>Origin: Dragonlance<br\/>Domains: Knowledge, Trickery <br\/>Symbol: Griffon's wing <br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10089,"name":"Silvanus","full_text":"<h1>Silvanus<\/h1><p><i>god of wild nature<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Nature <br\/>Symbol: Oak leaf<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10090,"name":"Sirrion","full_text":"<h1>Sirrion<\/h1><p><i>god of fire and change <\/i><br\/>Origin: Dragonlance<br\/>Domains: Nature<br\/>Symbol: Multi-colored fire<br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10091,"name":"Skerrit","full_text":"<h1>Skerrit<\/h1><p><i>centaur and satyr god of nature <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Nature <br\/>Symbol: Oak growing from acorn <br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10092,"name":"Skoraeus Stonebones ","full_text":"<h1>Skoraeus Stonebones <\/h1><p><i>god of stone giants and art <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Knowledge <br\/>Symbol: Stalactite<br\/><\/p>","alignment":"Neutral","type":"other","reference":"PhB"},{"id":10093,"name":"Solinari","full_text":"<h1>Solinari<\/h1><p><i>god of good magic <\/i><br\/>Origin: Dragonlance<br\/>Domains: no clerics<br\/>Symbol: White circle or sphere<br\/><\/p>","alignment":"Lawful Good","type":"other","reference":"PhB"},{"id":10094,"name":"St. Cuthbert","full_text":"<h1>St. Cuthbert<\/h1><p><i>god of common sense and zeal<\/i><br\/>Origin: Greyhawk<br\/>Domains: Knowledge<br\/>Symbol: Circle at the center of a starburst of lines <br\/><\/p>","alignment":" LN ","type":"other","reference":"PhB"},{"id":10095,"name":"Sune","full_text":"<h1>Sune<\/h1><p><i>goddess of love and beauty <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Life, Light <br\/>Symbol: Face of a beautiful red-haired woman <br\/><\/p>","alignment":"CG ","type":"other","reference":"PhB"},{"id":10096,"name":"Surtur","full_text":"<h1>Surtur<\/h1><p><i>god of fire giants and craft <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: Knowledge, War <br\/>Symbol: Flaming sword<br\/><\/p>","alignment":"LE ","type":"other","reference":"PhB"},{"id":10097,"name":"Takhisis","full_text":"<h1>Takhisis<\/h1><p><i>goddess of night and hatred <\/i><br\/>Origin: Dragonlance<br\/>Domains: Death<br\/>Symbol: Black crescent<br\/><\/p>","alignment":"LE ","type":"other","reference":"PhB"},{"id":10098,"name":"Talona","full_text":"<h1>Talona<\/h1><p><i>goddess of disease and poison <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Death <br\/>Symbol: Three teardrops on a triangle<br\/><\/p>","alignment":"CE ","type":"other","reference":"PhB"},{"id":10099,"name":"Talos","full_text":"<h1>Talos<\/h1><p><i>god of storms<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Tempest <br\/>Symbol: Three lightning bolts radiating from a central point <br\/><\/p>","alignment":"CE ","type":"other","reference":"PhB"},{"id":10100,"name":"The Blood of Vol","full_text":"<h1>The Blood of Vol<\/h1><p><i>philosophy of immortality and undeath  <\/i><br\/>Origin: Eberron<br\/>Domains: Death, Life<br\/>Symbol: Stylized dragon skull on red teardrop gem<br\/><\/p>","alignment":"Lawful Neutral","type":"other","reference":"PhB"},{"id":10101,"name":"The Devourer","full_text":"<h1>The Devourer<\/h1><p><i>god of nature's wrath <\/i><br\/>Origin: Eberron The Dark Six <br\/>Domains: Tempest<br\/>Symbol: Bundle of five sharpened bones<br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10102,"name":"The Fury","full_text":"<h1>The Fury<\/h1><p><i>goddess of wrath and madness <\/i><br\/>Origin: Eberron The Dark Six <br\/>Domains: War<br\/>Symbol: Winged wyrm with woman's head and upper body<br\/><\/p>","alignment":"Neutral Evil","type":"other","reference":"PhB"},{"id":10103,"name":"The Keeper","full_text":"<h1>The Keeper<\/h1><p><i>god of greed and death <\/i><br\/>Origin: Eberron The Dark Six <br\/>Domains: Death<br\/>Symbol: Dragonshard stone in the shape of a fang <br\/><\/p>","alignment":"NE ","type":"other","reference":"PhB"},{"id":10104,"name":"The Path of Light","full_text":"<h1>The Path of Light<\/h1><p><i>philosophy of light and self-improvement <\/i><br\/>Origin: Eberron<br\/>Domains: Life, Light<br\/>Symbol: Brilliant crystal<br\/><\/p>","alignment":"Lawful Neutral","type":"other","reference":"PhB"},{"id":10105,"name":"The Silver Flame","full_text":"<h1>The Silver Flame<\/h1><p><i>deity of protection and good <\/i><br\/>Origin: Eberron<br\/>Domains: Life, Light, War <br\/>Symbol: Flame drawn on silver or molded from silver <br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10106,"name":"The Spirits of the Past","full_text":"<h1>The Spirits of the Past<\/h1><p><i>elven ancestors <\/i><br\/>Origin: Eberron<br\/>Domains: War<br\/>Symbol: Varies<br\/><\/p>","alignment":"Chaotic Good","type":"other","reference":"PhB"},{"id":10107,"name":"The Traveler","full_text":"<h1>The Traveler<\/h1><p><i>deity of chaos and change <\/i><br\/>Origin: Eberron The Dark Six <br\/>Domains: Knowledge, Trickery<br\/>Symbol: Four crossed, rune-inscribed bones<br\/><\/p>","alignment":"Chaotic Neutral","type":"other","reference":"PhB"},{"id":10108,"name":"The Undying Court","full_text":"<h1>The Undying Court<\/h1><p><i>elven ancestors <\/i><br\/>Origin: Eberron<br\/>Domains: Knowledge, Life <br\/>Symbol: Varies <br\/><\/p>","alignment":"NG ","type":"other","reference":"PhB"},{"id":10109,"name":"Thrym","full_text":"<h1>Thrym<\/h1><p><i>god of frost giants and strength <\/i><br\/>Origin: Nonhuman Deities<br\/>Domains: War<br\/>Symbol: White double-bladed axe<br\/><\/p>","alignment":"Chaotic Evil","type":"other","reference":"PhB"},{"id":10110,"name":"Torm","full_text":"<h1>Torm<\/h1><p><i>god of courage and self-sacrifice <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: War<br\/>Symbol: White right gauntlet<br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10111,"name":"Tymora","full_text":"<h1>Tymora<\/h1><p><i>goddess of good fortune<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Trickery<br\/>Symbol: Face-up coin<br\/><\/p>","alignment":"CG ","type":"other","reference":"PhB"},{"id":10112,"name":"Tyr","full_text":"<h1>Tyr<\/h1><p><i>god of justice<\/i><br\/>Origin: Forgotten Realms<br\/>Domains: War<br\/>Symbol: Balanced scales resting on a warhammer<br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10113,"name":"Ulaa","full_text":"<h1>Ulaa<\/h1><p><i>goddess of hills and mountains <\/i><br\/>Origin: Greyhawk<br\/>Domains: Life, War <br\/>Symbol: Mountain with a circle at its heart <br\/><\/p>","alignment":"LG ","type":"other","reference":"PhB"},{"id":10114,"name":"Waukeen","full_text":"<h1>Waukeen<\/h1><p><i>goddess of trade <\/i><br\/>Origin: Forgotten Realms<br\/>Domains: Knowledge, Trickery <br\/>Symbol: Upright coin with Waukeen's profile facing left <br\/><\/p>","alignment":"N ","type":"other","reference":"PhB"},{"id":10115,"name":"Zeboim","full_text":"<h1>Zeboim<\/h1><p><i>goddess of the sea and storms  <\/i><br\/>Origin: Dragonlance<br\/>Domains: Tempest <br\/>Symbol: Turtle shell<br\/><\/p>","alignment":"Chaotic Evil","type":"other","reference":"PhB"},{"id":10116,"name":"Zivilyn","full_text":"<h1>Zivilyn<\/h1><p><i>god of wisdom  <\/i><br\/>Origin: Dragonlance<br\/>Domains: Knowledge <br\/>Symbol: Great green or gold tree<br\/><\/p>","alignment":"Neutral","type":"other","reference":"PhB"}]]